removed and 2 new player positions were added. To get enough space for them, some entity and territory sectors were moved.
The fact that the fuel income is very low if one team does not controle ony island prevents matches to become endless because the isolated players got enough fuel to build some very hard resistance.
A general lag or majority of resources is not present.
Also, 2 new reinforcement routes were added to give the new players a realistic map entry position for call-in abillities.
Those players who liked the classic 2v2 version of the map probably will have much fun with this 3v3 version of it.[/quote]
As the author says, this is Archelous River for 6 players. Those that like the static, campy artillery spam game style of this map will likely like this. Conversely those that don\'t, won\'t.
- Freyr

historical inaccuracy, let's move on to the map itself. Graphically, it's very good, looking a lot like a typical, Atlantic Wall-style beach. There are lots of bunkers, tank traps, and other such tools of war, promising some interesting infantry gameplay. If you're into tanks, be warned: There are a lot of chokepoints to get your armour caught in a bind. There's plenty of resources to get the battle going, but the player on the beach may be at a disadvantage unless he moves past the defensive line quickly. If you like heavy infantry warfare, with some tank additives, download this one.
-CanadianBorg
P.S. Resistance is futile, eh?

cover in certain parts, which makes picking your ground important, as does the good placing of sectors.
All in all, this map is reasonably balanced and equally good for skirmish or multiplayer games.
- Freyr

plays. It also now supports up to 8 players.
[b][u]Staff Impressions[/b][/u]
This map has seen major changes since it was first uploaded, but it's still (visually) as nice as ever. Excellent object placement and varied textures make it not only play well, but look good while you're doing it.
As for gameplay, that has been rather altered. Clusters of points, and large numbers of them, mean that the game get bigger, faster. Players who want to defend the bridges had better dig in fast, lest they be overrun by an enemy fuelled by the resource-rich islands.
[b][u]Summary[/b][/u]
This map only gets better with each iteration. Too bad this is the final, because it's an excellent map.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

press on the villages that have been reinforced by German defenses.
Heavy a.t guns and strong bunkers are proud opposition and offer the chance for players (or a.i) to storm France with everything theyve got
This update give more opportunity for cover and quiker advancement up the beaches ... revised entry points aswell as terrain detail and territory sectors are all improved in this upgrade.[/quote]

map you play as Axis and defend against the invading Allied forces.
The main objective is to keep at least one of the three officers alive until the 17th SS Panzer Division arrives. Each player will have their own officer to control and players have to decide what's the safest place to be at different times. The Base is not always the safest place if it gets pounded by heavy artillery and open fields have snipers and other squads running after the officers. The officers are stronger than normally so they can take heavy damage but if you are lucky enough your officer dies on a direct artillery hit at the beginning of the mission or gets crushed by a tank near the end.
The Allied forces will always be controlled by heavily scripted AI so you can only play as Axis (with friends/AI). During the mission you will also get several objectives to complete like escort, kill or defend someone/something. The thing in this map is that it is supposed to be very hard to complete, each minute the Allied forces will get stronger and start using better units and tactics against you so eventually you will be nearly destroyed. At the end a team score will be calculated using stats like: time survived, units killed, units lost, missions completed. The AI has only one difficulty level so the score can be equally compared with other players.
[b]Some of the changes included in this version are:[/b]
Players can now play as Wehrmacht or PE
Airplanes changed to RAF ones
Added commando attacks
Ground troops are still USA only
Map should work for everyone, OF only/COH only owners too
Refer to the readme for additiona information.

Paco-Split-Croatia, who have joined forces and combined their knowledge to bring you a great two player skirmish map!
Desert Duel will put you in a sparse, desolate location with little hope. The landscape comes complete with a small community with plenty of structures, affording you some cover, there is also a trainstation complete with a train. If you are in the mood for some fast, intense action, but don\'t have a whole lot of time, then this map is for you!
[b]Some features of this map include:[/b]
Map has Scar Code.
Two Player Map
Infantry Reinforcements every 3 Minutes.
Refer to the readme for more information.

the airport. All flak near the bridge has been removed, meanwhile now the map is more balanced. Only a couple of Flaks 88 & Flakvering + few burkers has been mantained in Axis HQ area.
Hope you\'ll enjoy, I\'m waiting for your feedback.
Von Boccia[/quote]

city. This is part 1 of 2. The map is a 4 player map. Part of the city is not destroyed but most is.[/quote]
This is another map from bacondragon. Unfortunately this map suffers from the same problems as it\'s predecessor.
In short, this is supposed to be centred around london bridge. London Bridge is a well known, internationally recognised landmark which sits next to other very well known landmarks, such as the Tower of London, a (near enough) thousand year old castle. Yet this bridge looks absolutely noting like London, or any English city.
Texturing is repetitive, and there is a lack of cover. The only cover on the map is the line of sandbags running in front of the river. Then we have the distribution of strategic points, which guarantee a victory for the people on the north bridge. And whatever bug existed in the previous map that crashes CoH exists in this map as well.

crossing towards two areas. The left side has 3 bridges to it, the right has only two. There is also a footbridge connecting the two base sections to each other at the furthest point away from the HQ\'s.
It\'s balanced pretty well, but I wouldn\'t want to try playing it online against a good team because of the layout of the centre island. It\'s probably best for Skirmishes vs the AI.
- Freyr

means flanking attacks are possible at all times. That same amount of open space makes infantry near-useless, as the almost total lack of cover means they will be shredded by enemy fire.
[b][u]Staff Impressions[/b][/u]
A very good premise, and something we don\'t see much of around here. True attrition maps are rare, and always welcome, but this map leaves something to be desired graphically.
First, the beach doesn\'t look very... well, beach-like. Instead of a gentle slope from shore to the ocean, it suddenly drops at the edges, and doesn\'t even extend to the horizon (like a real beach), but simply forms a small square to play on. Just because it\'s outside the playable area doesn\'t mean you shouldn\'t pay attention to it, you know. Texture-wise, the beach is what can be expected (it\'s a beach, after all - variation is a bit much to ask), but the grassy area sorely needs it. Likewise with objects - there\'s no variation there, either, and they\'re too few and far between on the grassy section.
[b][u]Summary[/b][/u]
I know it sounds negative, but this is a good premise that just needs some polishing. A v1.1 would be very welcome!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

body of water that runs across this map; You and three of your buddies will have a fragging good time as you do battle in what looks to be the pre-dawn hours of Gustav Line.
The Gustav Line was the most rear-ward of the three German defensive lines on the Italian peninsula south of Rome. Built along the Garigliano and Rapido rivers it was fortified with gun pits, concrete bunkers, turreted machine-gun emplacements, barbed wire and minefields. If you feel that you have what it takes to be part of a team that can walk away with bragging rights, give it a go!
[b]Some features of this map include:[/b]
Map has Scar Code.
Map is for Infantry only!
4 Player Map
Infantry Reinforcements every 3 Minutes.
Random artillery fire
Refer to the readme for more information.

original review:
[quote]Back in the old days of powder and shot, star forts were built to provide firing positions to keep enemy soldiers away from the fort. This map is a recreation of a real fort, Vesting Bourtange, in the northern Netherlands. Like its inspiration, it is 5-sided, and filled with narrow streets and alleys.
Gameplay-wise, whoever controls the bridges controls the game. There are four bridges, two for tanks and two for infantry, which lead into the fort. On the far side of either is a manpower point which, if taken by the enemy, will cut you off from all your supplies in the fort. If they dig in on the other side of the bridge, you'll have a tough time getting back in. Conversely, you can do the same to them.
The narrow streets in the fort are also probably going to frustrate your tanks. You might want to watch out with sending large vehicles through the middle of the fortress, as they'll be sitting ducks for infantry. However, expect some nice and large battles for the central square, as that is where the inevitable clashes will be.
Enjoy the map![/quote]
-CanadianBorg
P.S. Resistance is futile, eh?

and small towns cover the terrain. Bridges, water and fabolous detail just pull the map together. The map appears very beautiful, but when the war starts it doesn't turn anymore than pretty.
After playing many Custom Map and Modifications it was time do something. This was my first ever map and all comments are welcome. I've released both formats SGA and SGB for whatever use. I hope you enjoy it as much as I did while making it.

sides split down the middle with a large ravine covering the allies base and an extensive trench network covering the axis base. Both sides of the map have sparse resources with the bulk of it sitting in the centre of the map ensuring you have to fight your way to capture it.
[u][b]Staff Impression[/b][/u]
This map favours rush tactics, the first one to the centre of the board will generally have the advantage, that is if they can hold it. The map uses decals and textures effectively to please the eye and game-play is also good, two things that always work well together. However object placement could have been more thought out to create kill zones and flanking routes. Beside form this the map is appealing in many diverse ways and offers tacticians a real challenge.
[u][b]Summary[/b][/u]
Overall a great map with many different paths to victory. Download and enjoy.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

based on any particular WW2 story and is fictional) -
THE STORY-
The Allies have breached the country side of a small town. They have set up base and are prepairing for a full assault on the near by
German Head Quarter(s).
In anticipation of American arrival- The Germans have destroyed several bridges in key locations, Set booty traps
and are preparing a strong defense to hold the city gates. The olny things that stands between the Americans and total victory is:
A Well fortified German missle base and a trecahous swamp land filled with mines,
booby traps, deep lakes and danger lerking around every corner. This is a place known by the Germans as "Die scharze Lagoon" the black lagoon.

who love slugging it out with your enemy's defenses, try to fight your way up to the Teehaus (better known as the Eagle's Nest, one of Hitler's headquarters locations.)
The author has included both .sga and .sgb files, for those who want to play this map multiplayer/scenario style.
Enjoy!
-CanadianBorg
P.S. Resistance is futile, eh?

HunterTwo\'s permission, I have made a number of balance and pacing modifications to the map such as:
1. 2 out of 5 vehicle bridges are wrecked, which focus early conflict around city hall.
2. 2 out of 4 infantry bridges are wrecked, which stresses the importance of controlling the center vehicle bridge to gain early access to high fuel and manpower nodes.
3. City hall and monestary capture points control road access; players must capture these points to build on the roads inside town as well as capture fuel nodes.
4. Resource nodes in players\' starting areas are now low/medium, which discourages base turtling. Whomever controls both the north and south islands will likely win.
5. Lastly, made a number of tweaks to the terrain to lessen congestion in the town and increase realism.

towards London. This is map 2 of my 4 map mini campaign of it the Germans invaded England. Map 1 is still in construction. The map has many cities like Dover, and small cities/towns and some forest. This map is a 6 player map.[/quote]
This map has a few issues. First is for a map supposed to be based in England it looks nothing at all like England. Secondly, there are only three fuel points on the map, all adjacent to the top players HQ\'s. This is a bit of a balance issue, especially as two of those are between HQ points.
Lastly, the map is just huge and there are entire screens with absolutely nothing other than the base texture on them. Also, if there was a single bit of cover on the map, I failed to find it.
- Freyr

of massive bombing in the area. Defensive and infantry players will do well here, as tanks will have little room to maneuver and there are numerous chokepoints to control.
[b][u]Staff Impressions[/b][/u]
A nicely-done little map. The author has done a good job of capturing the essence of carpet-bombed factories, with train wrecks, destroyed bridges, and not a thing out of place. The only advice I have is for tank players: watch your flanks. This map is brutal to tanks, more so than even most city maps. Drive carefully. The only real problems with this map, mentioned by the author, are that the skybox and loadscreen don't work as they should. Perhaps something to try and fix for V1.1?
[b][u]Summary[/b][/u]
A well-done map, despite the bugs. This map makes for some solid defensive play, but watch your flanks, no matter who you are.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

developer Playmobill has seriously sat down and spent quiet a while working on this, the map itself is mostly desert with a couple of small factories along the right coastline with each team starting in diagonal corners from eachother. The left hand flank of the map is mostly desolate with some trenches for defence while the right hand side is split into two different factories with the coastline on the furthermost right flank. Historicly the allies where eventually beaten by the African Corps under Rommels command due to lack of armour support, do you think you could change that outcome? This map can be played in both annihilation or capture the flag modes making sure there is always many different ways to win a match. Note that this map is still in beta stages so any comments at all will be valued, things that you think could be done better or changed slightly, anything you think could add to the map will be appreciated.
[b][u]Staff impression[/u][/b]
This map looks great. You can tell by the screenshots some time has been spent making sure even the small details like 24 hour lighting have been taken care of, even with the repetative textures of the sand covering half the map Playmobill has managed to make it look great. The gameplay can accomidate many different play styles ranging from rush tactics to heavily defendable locations such as the left and right flanks. Overall it looks like a great map, even though its still in beta testing. Some advice i could offer could be to vary the cliffside somewhat, put a couple different ones it to make it look a bit more mixed, some more craters may also add to the overall effect, Other than those it looks and plays great.
[b][u]Summary[/u][/b]
Dont leave this map waiting, download it today and play for yourself, when your done though come back and let Playmobill know what you think of his hard work. Download and enjoy.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

emplacements, as well as an airfield and all sorts of options for stalling the Allied advance.
My problem with this map is my usual problem - textures. The map is covered, with few exceptions, with the same bland grass texture from top to bottom. And the sparseness of objects doesn't help either. Some trees, sheds, wrecked cars, something in the open areas would do a lot for this map.
Certainly not the worst map on the pile, and great if you like a siege. Enjoy!
-CanadianBorg
P.S. Resistance is futile, eh?

DesertKorps! The developer has asked that his [i]briefing[/i] be displayed...
[i]This is the beginning of the axis campaign
Briefing:
Major your 23rd korps must take out the 32nd tank division in the desert. Intel reported a high activity of tanks moving toward our lines. They suspect them to counterattack us,Your objective is to take them out. I've sent you a supply of heavy tanks Intel also says there's a 95% chance that the front entrance to the base is heavily defended, and there are heavy emplacements of mines. You must find a second way in, Intel stated
that artillery is in the area so keep on your toes, Good Luck Major.
Superior Officer,
MajorGeneral Aldwolf[/i]
Refer to the readme for more information.

Nice choke points! Hidden areas of surprise attacks!
Please leave your comments or you can find me at www.rubberduckygaming.com
Enjoy![/quote]
As the Author notes, this is a typical map designed for playing against the AI with masses of choke points etc to assist in static, bunker based gameplay.

map and wanted to submit something for review and suggestions. It works well with Eastern Front MOD too.
The premise is the Germans have established a fortress town. Well defended. There are 2 paths across rvier. Netiher can be destroyed.
I find it funnest to play as Germans and have one other German ally. The try and win against 3 Russian or mixed allies.[/quote]
River of Tears is a 6 player map, divided into two halves. The bottom has more resources, but the top is defended by half a dozen 88\'s, artillery pieces and mg bunkers covering the only paths over the river.
This is very, very definitely a skirmish only map. The top will always win if the artillery pieces are manned (which the AI doesn\'t know how to do)
- Freyr

actually a pretty good looking map.
However, it\'s marred by 5 flak 88\'s, a dozen flak38\'s and a trio of morter bunkers on the Axis side of the map which make it virtually impassable for the Allies against a competent player. The Allies have a dozen supply drops with attendant MG\'s and morters. This means that the allies don\'t so much tech up, as start at full tech, thanks to starting with several hundred fuel and a thousand or so in munitions.
I think this map would be very good without the extras lying around the map. As it is, this map is only really good for skirmishes vs the AI.
- Freyr

looking very nice visually while providing excellent cover for infantry. In terms of construction, this has to be one of the better maps that we have on the site.
There is a reasonable amount of fuel on this map ( 2 x Medium, 3 x Low ), however it\'s nicely spread out and excellent use of cut-off points make this map very interesting to play. Munitions are plentiful, without being overdone. ( 6 x Medium, 2 x Low ). Likewise, the Victory points are spread out across the map, making it difficult to easily hold all of them.
This is a brilliant map, certainly one of the better ones that we have on the site. It\'s recommended for both multiplayer and skirmish play.

everybody. Defensive players can dig in at the bridges, tank players can make a flanking attack, and infantry players can push through the town. Either way, it\'ll take a mix of strategies to win, or else you\'ll wind up getting outflanked.
[b][u]Staff Impressions[/b][/u]
Not a bad port, especially since it\'s actually a remake. In addition to the CoD map itself (located at the center, on the island), it features a number of other locations to do battle, including some orchards and islands to the north and south. While it\'s a bit lackluster graphically, that can certainly be fixed, and certainly doesn\'t detract from the map too much.
[b][u]Summary[/b][/u]
Not a bad job at all on something we haven\'t seen here before. Keep it up, and a V1.2 would certainly be welcome.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

all played the SP maps, so there's really nothing to say there. I am impressed that someone took the time to convert them, though.
[b][u]Summary[/u][/b]
Certainly a welcome addition to the community, because some of the SP maps were really quite good and would likely be fun to play MP instead of against a predictable computer.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

I've always loved the First World War and feel it's been as neglected by the gaming industry as it has been indulged by the literary one. There is already a WW1 themed map entitled 'The Somme', a small 2 vs 2 from which i have adapted some atmosphere settings for my own map. As the first (as far as i am aware) of its kind for CoH it should be sought out and played. It does a very respectable job of representing what often comes to mind when thinking of a first world war battlefield and I've had fun with it for many hours.
But it doesn't have any real trenches! Trenches are invaluable to the memory of the first world war and this map contains my own attempt at making a map where trenches can be, not only useful, but at time necessary. I have laid throughout each sides trench system manpower and munition points so to capture your enemy's resources you will have to enter their trenches. Wooden bunkers are the best I could manage for dugouts but I don't think they're so out of place.
Each side has their own trench network within their starting territory, in between lies the vast expanse of no-man's land (resource points are also placed here). I've included a few dilapidated trenches for some variety in this area along side the many shell holes and mines. Yes, there are mines owned by both side scattered about to add a little more danger to going over the top.
There's a very small and very shelled out town to hold, however both sides have four howitzer artillery guns to use at their disposal and while bases are out of range, the town is not.
To keep things as realistic as possible I have limited the build space and players start with two barracks. There is not enough space for any building that allow the deployment of tanks (I hope). I recommend using the 'Infantry only' Mod (downloadable from filefront) to ensure that off map tanks can't be used either. Although people have reported crashes on loading with this mod, this seems to occur only when the CoH Launcher is not used to start the game with the mod. I have played for many hours without issue using the launcher and the infantry only mod. The map should be playable with or without this mod though.
This is forever BETA I'm afraid. I will not be able to mod for CoH after this but I have made every effort to find bugs and anomalies in this map and fix it up. There's (hopefully) a high chance that you will not come across anything wrong at all but I have been unable to test and adjust this map as much as I would have liked.
Finally, there is a mod project under way called 'The Great War' designed as a total conversion for CoH into a world war one rts. I am not affiliated with them, but please go and give them your support.

german generals shouted to their men :
\"Into the Breach!!, Into the Breach!!\" \"
Ok this is an updated version of the original (duh!).
Stuff Fixed:
-Top Floors now accessable.
-The VP is now only visible when playing in VP mode.

gaming pleasure will take you to a crash site consisting of planes and gliders, and of course, plenty of Germans. Field Ruins is a pretty descriptive map name, once inside, you will have a lot of different things waiting for you, adventure, wreckage, and lots of Germans.
If you're ready for some serious one on one action, then locate the download link, and grab your weapon...with Field Ruins, a whole new CoH experience awaits, and the only thing missing is [u]you[/u].
Refer to the readme for more information.

city. A central lake that can be bypassed by both sides. In one (factory) there are two bridges, one vehicle and one for infantry.
On the opposite side of the lake is a passage flooded.
The idea was to create a map with two choke points that can be defended by both doctrines ... Allies or Wehrmacht.

other. To use to defend area and the fuel point/s.
Loads of other changes and minor ones to make it feel like the area is lived in.
Truckers doing deliveries etc...
Dont forget to defend them footbridges and that HQ`s can be attacked from both sizes not just one....
The fastest route may not all ways be the best .
You must move fast to get a hold of the main island or you could be for one battle on your hands.
This map was made for Skrmish in mind . If you do this play it on Expert AI with 2 PE..
To fully enjoy this mao get 8 of your mates and go for a battle ... Move fast !!!
Enjoy

towards London. This is map 2 of my 4 map mini campaign of it the Germans invaded England. Map 1 is still in construction. The map has many cities like Dover, and small cities/towns and some forest. This map is a 6 player map.[/quote]
This map has a few issues. First is for a map supposed to be based in England it looks nothing at all like England. Secondly, there are only three fuel points on the map, all adjacent to the top players HQ\'s. This is a bit of a balance issue, especially as two of those are between HQ points.
Lastly, the map is just huge and there are entire screens with absolutely nothing other than the base texture on them. Also, if there was a single bit of cover on the map, I failed to find it.
- Freyr

The map comes with all you would expect, open fields, clumps of trees, small villages and plenty of room for players to take advantage of. Teams start on opposing edges of the map allowing for ample room in the centre for defences or blockades, the open spaces on the left flank are ideal for tank commanders willing to make flanking moves to harass the enemy. This map can be played in both annihilation or capture the flag modes ensuring there is no end to varying gameplay.
[b][u]Staff impression[/u][/b]
If you have played this map on the EF mod then your going to know how hard it can be, holding the left flank can be tough when you have an enemy flanking party striking into your side but you just have to keep holding on for those precious rescources. The gameplay of this map is deffinatly enjoyable, plenty of tactics for players to use to their advantage, whether it be defencive or offencive this map has your style. Graphicly the map is well done too, plenty of texture variation, multiple splines and splats to keep things looking good, coupled with good object placement this map has it all. Only thing I reckon could be improved upon would be some more screenshots for people to see but im sure if they download it they will see it all in game :p.
[b][u]Summary[/u][/b]
Deffinatly a good map worthy of anyone's collection, download and enjoy and dont forget to leave some comments for the developer on your thoughts about the map.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

enemy. The bridges also make excellent chokepoints for defensive players, who can be expected to do well here. Infantry may have an advantage in thick fighting on the islands, as tanks can get bogged down in maneuvering. Players should always be wary of being flanked, as not all of the bridges start off destroyed and can be traversed early in a sneak attack.
[b][u]Staff Impressions[/b][/u]
This is a well-done map, with an excellent means of preventing or at least stalling rushes (which is, if you ask me, rather an unfair tactic - personal opinion only, of course) until both players have had a chance to build up. That said, players should still watch themselves, as some of the bridges remain intact and can be crossed right at the beginning.
Graphically, this map is very well-done, with marvelously varied textures and very good object placement, which makes it both fun to play and nice to look at (although doing this during a game is likely to get you killed - some advice).
[b][u]Summary[/b][/u]
A very well-done map, and one that virtually every CoH player should enjoy. Download today!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

feedback.
[b][u]Staff Impression[/u][/b]
This map would very well go as a version 1.0. There still may be some room to add more vegetation, this is an ideal map for open-field combat though. I haven't seen the historical records of the area but it has pretty much everything you would expect from it.
[b][u]Summary[/u][/b]
A download is highly recommended!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

i tried this map out it was fun but i only had a short time on it but i enjoyed my time.
This is a map that's probably going to stay on my PC for a long time.
For more info look at the pictures.
~Darththomas

historical inaccuracy, let's move on to the map itself. Graphically, it's very good, looking a lot like a typical, Atlantic Wall-style beach. There are lots of bunkers, tank traps, and other such tools of war, promising some interesting infantry gameplay. If you're into tanks, be warned: There are a lot of chokepoints to get your armour caught in a bind. There's plenty of resources to get the battle going, but the player on the beach may be at a disadvantage unless he moves past the defensive line quickly. If you like heavy infantry warfare, with some tank additives, download this one.
-CanadianBorg
P.S. Resistance is futile, eh?

Both are as much fun!
A short description of the map:
Both Allied and the Axis bases are heavily defensed by machinegun bunkers and AT 88 Flak cannons. (mountable)
The map is big and long, and balanced so it will be equally good fights for both teams.
The victory points are lined up along the map, making it easier to focus your defense.
But you can easily become surrounded and cut off in this way.
In the middle lies the old ruins, where there are four strategy points (2 munition / 2 fuel)
You will be suprised to se how well the AI make their strategy here. Flanking you around the cathedral ruin.
The old ruins is connected by two bridges, one on each side. Making it more possible for further tactics.
On each side of the old ruins is the fuel factory and the ammunitions depot, two important strategy points
to gain more ammo and fuel. And most important of all, a great way to flank your enemy!
The rest is for you to find out!
Hope you all will enjoy this map as much as I do! And don\'t forget to leave a comment! :-)
Cheers! // ZoteX

almost an exact replica of my home, which is located on a large, rural hill top overlooking a very rural valley in Northern Alabama. I have pretty much worked out all of the bugs, but if you find more that needs to be addressed, please feel free to email me. Any comments, criticisms and suggestions are always welcomed, especially considering that this is my first COH map.
Version 2 fixes a couple of minor discrepancies regarding troop movement, but now it\'s ready to rock and very intense..

for this map dont worry.[/quote]
Men only is a relatively small map with a lot of players. The main problem with this map is that it\'s so small that you are either fighting over your bridge(s), or the enemy bridge(s) seeing as the land between bridges is about the same size as the bridge itself so it\'s extremely easy to pin the other person in with an MG per bridge.

sectors divided into 3 ManPower, 3 Fuel and 2 Munitions sectors as you can see by one of the screenshots.
It also includes a small town with a few scattered Flak38\'s around the town plus some on the cliff to the south of the town.
\"Off Map Reinforcements\" spawn to the right of the town in between the two munitions sectors to make it feel as if they were infact, coming from the \"citizens\" of the town.[/quote]
As you can see from the screenshots, Island is a small map with 3 +5 fuel points, and 2 +5 munitions points.
Due to the fact there is only one way in or out of a base and only one line of attack, it\'s easy to slap down an MG bunker in an area that makes advancing impossible. As there is less munitions than fuel, you can forget any off map artillery to clear points, or flame throwers etc to clear bunkers. As noted by the author, the off map reinforcements spawn more of less in the middle of the map, however there are 2 flak38\'s sitting on the spawn point as well as 3 buildings convenient for sticking MG\'s in. Whomever gets to the point first and takes a flak38 can mow down any infrantry the opposition attempts to bring in. Additionally, considering this is a map where infantry combat should dominate it\'s almost completely open with no cover.
The population is also very low due to an extremely low number of points, even if you take every point (including the one outside the front door of the oppositions base) your still only looking at a total population of ~60.
- Freyr

invisible.
From the Author:-
[quote]
Hi, thanks for looking at my map. I recommend you play against other human players as unfortunately I haven\'t had the time to get the AI perfect, so occasionally they may tend to stay in one place and spam troops ;)
I\'ve put in a bit of detail, and the map runs great and works well. have fun :)[/quote]
The AI struggles, as it can\'t build a base to tech up, and humans will just likely just mass mortars. A mortar at the HQ can drop mortar bombs on the middle of the map, and obviously that holds true for the reverse. Holding the middle with a MG and then bringing up a few mortars ends this incredibly quickly, and both mortars and MG\'s are available from supply drops in your the base and top corner.
- Freyr

[file=\"95364\"]Fighting Arena[/file]. The maps are built for 8 players and have been converted to SGA format.
[b][u]Staff Impression[/u][/b]
The originals of these maps, while leaving a bit to be desired, left a very good impression among the site staff back then. Rico has taken all comments on those files into consideration and provides excellent upgrades to each of them, almost deserving to be called version 2 rather than 1.2. Both graphically and gameplay wise they will provide you with a decent share of fun and will now work with the latest game versions too. Especially the ressource upgrades guarantee a more balanced gameplay for your multiplayer sessions.
[b][u]Summary[/u][/b]
Three great maps in one package - time to start the download :)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

the possibility of wading through downriver. Tank and support players will be at somewhat of an advantage here, especially those who use tanks. Flanking maneuvers will be very effective, so long as the flanking units can cross the river.
[b][u]Staff Impressions[/b][/u]
This is actually a well-done map. I especially like the dam area, which offers many interesting possibilities for both offense and defense. The dam itself is indestructible, and players should be wary crossing it because of the possibility of a bottleneck. The rest of the map is well-done as well, and really provides the impression of a park or other virgin wilderness. Adding some more natural effects, especially fog, would go a long way to enhancing the realism of this map, because the sunset thing really doesn't suit it. The textures are well-applied, and there are many changes in elevation to provide for interesting warfare.
[b][u]Summary[/b][/u]
Certainly a well-done map, and one that every CoH player should enjoy.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

they are in the original map (BF) \'A\' and \'E\' flags - in the little islands.
Conquer the airport in the central island, means getting more resources and thus obtain a good advantage to win the match.

Hell-Fire Pass) capture Sollum and Fort Capuzzo to eventually release Tobruk.
The British attack came to a halt and by just retreating at the right moment complete disaster was avoided.
Maybe you can do better than British General Archibald Wavell who was replaced by Churchill after this operation.
Preferred Setup:
Slot 1,2 and 3 British. Slot 4,5,6 Germans and if you play against AI put them on veteran (Erwin Rommel the Desertfox).

because of extra player..
few other minor changes but you may not notice them...
Over all the map is 98% the same has the 6 player version..
Big thank you to for been my testers.
Don
Dennis
Appari
Doman
install in my gamesmy documentscommpany of heoresscenarios
Then start commpany of heores :)

and must duke it out for control of the three densely urban center islands (of the industrial, residential and port variety). Teamwork and well-planned defenses are essential here, as it\'s very easy to get cut off from your allies if the wrong bridge goes down!

.
right side island joinned by a hill with 2 towers for defending area / fuel point.
More detail added life given to map truckers round doing deliveries.
Other changes to make map / area is lived in and has even been attacked.
Even a plane crash
Even washing lines round lol..
Loads more done to map to.
Minor changes to many to list to be honest..
But you must fight the main island or you could loose the battle be quick to get an edge.
Map is made for skrmish in mind with friends. To get best out of map in that mode put AI on expert mix the sides up.
To really really get best out of map get 8 friends togeather then the map comes in its own..
Enjoy
FLETERIC1975
GAME MANE: JIMMT1975 look out for me :)

the ideals of the Allied field bases in mid france and the Axis hiddin in the urban war machine in the heavily bunkered citys, treck across country through hedges and farmland before storming the axis base and destroying industrial threat with brute force of vailiant soldiers and tanks.
As far as game play the map offers many chances to flank the enemy with bottle necks and open plains.
Diversity is your allie brute force your weapon[/quote]
The old flood plains is a 6 player map, well split up into three sections. There is however plenty of (mostly yellow) cover for infantry for early combat, however due to the amount of fuel available combat quickly becomes tank based.
This map is possibly better suited for skirmish games versus the AI rather than againt humans due to the number of bottlenecks and the distribution of resource points which makes it very difficult to take important points easily due to the choke points, and the fact that some of the best choke points (ie the bridges) can be blown up to prevent easy advances.

just another nameless and destroyed city with many buildings partially or fully destroyed and not much cover for infantry. Thin and crowded streets dictate a need to infantry and cover choke points well to prevent being flanked by the enemy. Also the scarcity for space means that \'Spam\' tactics will not work as tanks will get caught on buildings and infantry will (should) be slaughtered by machine gun fire, tactics of slow advances and entrenchment are the way forward.
The name Iron Sky was taken when I decided to spice the map up a bit by giving it a Futuristic-Imperialistic feel with massive concrete installations set up by a returning German army after the end of WW2.
The map generally can be player with 4 people but I added the extra 2 players in to spice up the game-play a bit. It should be noted that players 2 & 5 have little (pretty much none) space for building and so if thinking to remove two players then remove players 2 & 5 to make sure that the game-play is not heavily affected.[/quote]
The author is correct, spamming infantry doesn\'t really work that well faced with fortified buildings that are near impossible to flank. Spamming snipers or morters, however works wonderfully for rapid advances. If you like urban combat, your likely to like this map. If you like more fluid & mobile combat however, your unlikely to like this map much.
- Freyr

detailed and carefully crafted that I believe it comparable to Relic\'s own professionally-made maps. I started building the map more than three years ago, inspired by the Operation Market Garden map \"Best\".
Hurtgen Forest has 11 capturable territory sectors with 5 being munitions and 2 fuel. The limited fuel makes the map mostly geared toward infantry combat. A stream divides the map in half forming a natural defensive line for each player. However, a single road that runs the length of the map does cross the stream, and the stream is passable at every point. Each territory sector (except the roads) has some existing defensive structures: a church, bunkers, trenches, or mere sandbags. There are a lot of trees on this map--it is a forest after-all.
This map also features a realistic passage of time, starting with a foggy morning and progressing through midday, sunset, and night. The map was primarily designed to be played with the Annihilate victory condition but does support Capture Points. Because the AI is slow to start and the map is rather small, using an AI difficulty one level higher than your usual level is also recommended.
[/quote]
The author thinks that this is as good as the professionally created maps that Relic included in Company of Heroes. It\'s not. It\'s better. Cover is very well set out, and the map is a great amount of fun to play. It\'s nigh on impossible to field any number of vehicles with the fuel income, while the munitions income is high enough that infantry can afford an abundant supply of anti tank weapons. This means that infantry can (and will) have a field day. However, this is marred by unmanned support weapons lying around, and the fact that British slit trenches exist in the middle of the map. Basically, whoever gets to the middle first is going to keep it for a very, very long time. It\'s also very difficult to push up further than the middle points, because the map is so small you immediately hit the base defences. I\'d like to see another version of this map without the heavy weapons lying around, and with base defences repositioned so that they aren\'t covering the line of advance quite so much.
However, these flaws don\'t kill the map, especially considering that it\'s going to be played the most against the AI\'s hordes. It\'s definitely a good play and well worth a download.

than that, it\'s the same map and needs no further description to anybody familiar with the campaign, which is likely to be everybody downloading this.
I always liked this map in the campaign, and it\'s better in multiplayer or skirmish.
This is definitely worth downloading. Grab yourself a copy and get ready for some great battles.

crossed by a single pathway with enough room for tank battles.
[b][u]Staff Impression[/u][/b]
It appears obvious this map is the work from a newbie mapper. Lack of texture and height differences as well as the same kinds of trees all over make it look quite plain - on first look. On second look though, this map is rather fun to play in Multiplayer, you will face the greatest heat of the battle inside the rather open base area. This map is a definate start into the right direction.
[b][u]Summary[/u][/b]
This is well worth checking out, give it a try and leave your feedback please!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

a pain to hold unless blown. This map has heaps of killzones and causeways, small tight stretches of land for units to pass over and enough corners and bridges to hurl some arty at, the majority of the map is covered in water with three towns either side of the main road(s) as well as one in the centre, the rest of the map is a series of roads levelled above the water along both sides leading to both players bases as well as the towns. This map can be played in both annihilate or victory points mode to keep a bit of variety.
[b][u]Staff impression[/u][/b]
Some say my maps are ingenious, i say this one beats them by a mile, this sort of concept in a map is certainly original and eye catching, multiple roads and towns to secure, bridges and killzones to take advantage of, this map has just about all the ideas in a map that you can have. (The sheer amount of water in this map makes me wish CoH had some naval units :( ) Although the gameplay looks amazing the graphics could use some work, definitely some more textures, some splines along the sides of the banks and maybe a couple more trees could really have a dramatic effect on this map. Other than that things this map sure does look like some fun. (if you class fun as a expert AI beating you in under 10 minutes :p)
[b][u]Summary[/u][/b]
This map will not dissapoint for those of us who look forward to a challenge, download, enjoy and provide as much feedback as you can. Looking forward to seeing more maps from beddalla, keep it up.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

the northern Netherlands. Like its inspiration, it is 5-sided, and filled with narrow streets and alleys.
Gameplay-wise, whoever controls the bridges controls the game. There are four bridges, two for tanks and two for infantry, which lead into the fort. On the far side of either is a manpower point which, if taken by the enemy, will cut you off from all your supplies in the fort. If they dig in on the other side of the bridge, you'll have a tough time getting back in. Conversely, you can do the same to them.
The narrow streets in the fort are also probably going to frustrate your tanks. You might want to watch out with sending large vehicles through the middle of the fortress, as they'll be sitting ducks for infantry. However, expect some nice and large battles for the central square, as that is where the inevitable clashes will be.
Enjoy the map!
-CanadianBorg
P.S. Resistance is futile, eh?

(see screen shots)
-Fortifications(light and heavy cover) were added to the supply dump near the VP and the +16 Muni in the SE corner.(see screen shot)
-Light cover in the form of bushes and trees was added in several places.
-The bunker in the NW corner has it's health adjusted, it is now 40% full health.
-Some objects were adjusted for pathing issues.
-(2) holes were added to the stone walls in the graveyard. (see screen shot)
-Some sector layouts were adjusted slightly.
-Several areas received added art (splats and splines)
Version 2.0 Change Log:
- Both top right and bottom left Strategic sectors were widened to touch the (+10)Munitions point on either side. Now it is much easier for players to gain resources from either side of the map and not feel stuck with one side over the other.
-The actual capture points in the same Strategic sectors were move closer to the middle to make them easier to cut off. The other (3) Strategic capture points were moved slightly to balance the new change.
-(2) shot blocking hedges were added in the North and South so that the the most northern house in the middle and the southern most house in the middle, could only fire on one of the outside Strategic capture points.
-Pathing issues were fixed in the graveyard and near the bunker and trench. Most objects on the map were also adjusted to take up as few "pathing squares" as possible.
-Light and heavy cover was added to several areas.
Map testing thread: http://www.gamereplays.org/community/index.php?showtopic=355877
[/quote] -Lint

make it not only an absolutely worthy addition, but also one big deal of eye candy. This is a must download for everyone who roughly enjoys custom maps. :)
[b]Please note: The author of this file, unlike stated above, is not funnyme but TheSphinx. Due to problems with the developer database I have no possibility to edit this right now but will as soon as it is available again. I appologize to author and uploader for the inconvenience.[/b]
~Pille

out:
First, the fact that the seawalls around the river are blotted out by the terrain. Second, the fact that the town roads fade right away into dirt when you leave town. Then there's the fact that the town, despite being in ruins, doesn't feel like it, as it just doesn't have enough rubble and debris in the streets. Where's the overturned bathtubs? Shattered furniture? Scattered possessions?
That's just my take on this, but otherwise this map looks like it'll be a lot of fun to play. I love bridge warfare... *Evil grin*
-CanadianBorg
P.S. Resistance is futile, eh?

up to me. Other than that, it's a well-made map, with farms, villages, and all the other trappings of civilian life (and, of course, war.) Just be careful - those bridges will make some handy chokepoints for your enemy. And watch out with your tanks on the landbridge, they'll be sitting ducks in that narrow space.
-CanadianBorg
P.S. Resistance is futile, eh?

help keep bridges up, the allied side has the oportunity to dictate where combat takes place by demolishing bridges. Tank combat is a difficult, narrow roads between buildings and limited fields of fire make micromanagement of armor a must, with AT guns and gun emplacements being a better option.

That grass texture looks rather out of place next to the hedgerows, and the riverbanks are too sharp to be natural. My recommendation: Smooth it out a little, so it doesn't look so unnatural. Then there's the small matter that the map is rather empty, with just a small scattering of objects here and there to break up the monotony. Sandbags (or rocks, I'm not sure what those are) have been horribly overused, and there aren't really enough hedgerows to call it the French Bocage. If you're stuck in this regard, look at the hill map in the standard CoH campaign (Americans). That's a great example of what hedgerow country SHOULD look like.
If you can add a little texture variety, add a few more objects, remove some extraneous ones, and add some more hedgerows so it actually looks like hedgerow country, then you've got something good here. Until then, not so much.
I mean, it's not bad for a first map, but keep at it and you'll hopefully be making great maps in no time.
-CanadianBorg
P.S. Resistance is futile, eh?

farms and a large no-man's-land trench in the middle. I like the idea behind this map, but unfortunately there are a couple of issues regarding execution: First off, fuel points should be included to allow creation of advanced buildings (and, by consequence, advanced infantry). Then, of course, the fact that some of the sandbags have been buried in the ground, making them useless for cover.
Download this if you like really "campy" maps where not much shifts quickly.
-CanadianBorg
P.S. Resistance is futile, eh?

things i know ,i will try to fix them).
Here is the story(Not real)
After bombardment of Allied forces most of German defenses cleared.Only one hill standing between Foy and Allies, Hill 127.Germans sending all of their available forces to Hill 127 for fight against Allied forces.You must push through Hill 127,when all of German forces are cleared Foy will be under control of Allies.

including an Iland on the River and some well-placed Bridges.
All my Maps are already more then 100 time playd and well tested before i was offering them to my Clan ! Like all of my maps , : Shadows and Fire is full of Detail and was using a minimum of 50 Houers work !
I like this Homepage and if you Guys like the map , i will post some more in the Future.
Ps.:The list of my Maps are not short :)
Your Orklord

little review of the landscape but it is
by no means supposed to be accurate in terms of the landscape. Overall I just wanted to diverge from my preoccupation with German defensive maps
and create something where you could have very large, long range tank battles. I also wanted to make it so that the Germans were initally
provided a little more strength for the attack, but that over time the allies would be favored. I\'ve played it may times and at times have
had games go for days when playing me and 3 computer allies versus 4 hard computer opponents.
The allies have forward defensive positions with artillery and AT capabilities available to them.
The allies also have a few mine fields relatively close to the German starting positions which prove helpful.
I find this map most fun using the Blitzkreig mod. Tank battles prove otustanding, with German heavy tanks often surrounded by MANY allied tanks
and tank destroyers.
I\'d have done more with the details, but honestly after I add toooo many things to a map they typically go buggy and/or get corrupted. I did as
much as I dared.
Anyone can feel free to use this or mod it as they see fit. I\'d appreciate being given credit if I were lucky enough to have it packaged with a mod.

of june.
There is a field mines around the battery, wires and tanks traps stop infantery and light armors. Only two rural roads to reach the battery. But germans have got some PK88 and four howitzer....so be careful soldier !

footbridges
- one indestructible bridge for vehicles,
- one destroyed railway bridge,
- and a path on each river bank.
Plenty of buildings. Some availablemortars, MG42, Pak38, two Flak88, bunkers and somewhere dropped ammunition and fuel resources. Maximum population : 112.
43 SECTORS ( 11 fuel, 11 munition, 13 manpower, 8 high sectors to increase effectif per minute. ) A very large map !! Use your available truck near each HQ.

1944, 700 germans resist against furious bombardments from Royal Navy, bombardiers using napalm for first time, and heavy artllery.
I think this map is hard. Germans have got plenty of weapons and tremendous defences but little fuel resource. Munition resource is decent. They are only three narrow roads to interior island.
Mind your steps !! Germans engineers put mines everywhere !!!
Allieds have got plenty of resources and dropped bonus on the beach. They\'ve got 8 howitzer to fire on Cezembre. But they must reach island during ebb-tide.
This is a long way !!

camera shots, to remake the movie\'s studio, and I finally did it.
So on this map, you\'ll fine the little town of Ramelle-Neuville with : its main street, church, fountain, bridge, lock, and more : the house where melish died in the movie, fort Alamo, and accurate ruins...
But more than Ramelle, you\'ll fine other places which were used in the studio : the french house where Caparzo was killed by the sniper, and the radar station which was attacked by the platoon.
Finally, I\'ve created other places and scenes : crashed gliders or planes, dead paratroopers, wreck tanks, parachutes or Rommel\'s asparagus in fields.
For more realism, player 1 has to take paratroopers and player 2 the rangers. (Player 1 has the Ribben\'s \"Kettenkrad\")
Germans HQ are on the other side of the river.
Hope You\'ll like it and... save Private R...

lead across the river. I think this is more suited to annihilation games, either in skirmish or multiplayer, as I cannot figure out to fairly place the flag capture evenly, given the river and blown bridge situation. If played as skirmish or multiplayer annihilation, it can be very tricky, especially on difficult AI.
I am happy to make an updated version based on any recommendations. Please feel free to comment on what you view to be the weaknesses/strengths, as that will help me in future map building.

middle of the map.
Around the village are some little fields with a farm and a little hill (with water around and two houses on the top).
Best played with Commonwealth at position 1 and Axis at position 2 (=only in this version, because the place at the starting position 1 is a bit too small).
I will do a new version of this map with some more details and a little bigger starting positions and eventually for 4 players (only if you guys like this map).
I hope you will like it. Comments are very welcome.
[/quote]
I like this map, 4 player version please. :)
As the screenshots show, this map is pretty well made. There is plenty of cover for infantry combat, while there are also plenty of buildings that can be used to emplace MG\'s to slow down infantry charges. My only real reservation is that the bottom half of the map has a strongly disproportionate amount of the fuel in it, however as long as your taking this slot and playing against the AI it\'s not a problem. (well, as long as you don\'t mind the map being imbalanced in your favour)
- Freyr

map building.
The maps are :-
1: Bequinn - A big 2 player map with a little train station in the middle.
2: Der Wahnsinn von Bernwald - 2 player map with a Bowl in the middle, where the most resources are.
3: Selfast - 2 player map with an Isle an many bridges.
Gameplay wise, the maps aren\'t to bad, with resource points and CP\'s set reasonably well. The main problems the maps have simply stems from inexperience. Textures are a bit repetitive and don\'t transition well to their neighbours, and the elevation on hill\'s are pretty vertical when they are used. Still, with some useful feedback and help from more experienced map makers i\'m sure we\'ll see a lot of better maps from mongowurm in the future!
- Freyr

looking very nice visually while providing excellent cover for infantry. In terms of construction, this has to be one of the better maps that we have on the site.
There is a reasonable amount of fuel on this map ( 2 x Medium, 3 x Low ), however it\'s nicely spread out and excellent use of cut-off points make this map very interesting to play. Munitions are plentiful, without being overdone. ( 6 x Medium, 2 x Low ). Likewise, the Victory points are spread out across the map, making it difficult to easily hold all of them.
This is a brilliant map, certainly one of the better ones that we have on the site. It\'s recommended for both multiplayer and skirmish play.

to quote the author \"The map consists of dense forests, creating natural chokepoints which tend to widen during intense fighting as trees are blown to pieces. Rural homes are scattered throughout the map. A small town is located on the central island surrounded by a river delta. A rail depot sits at the edge of the map. An island beneath the main bridge features an abandoned power station. \"
Personally, I feel that this map needs a few more routes opening. It\'s incredibly easy to block routes off in CoH and the centre bridge is so important that it\'s all but inevitable that the bridge will end up so heavily fortified that it\'s impossible to pass without a heavy preparatory bombardment. Given the level of resources, it\'s unlikely that either side would be able to afford this. With humans, this map wouldn\'t be a huge amount of fun as it would end up being very static, until the VP timer very slowly ticked out.
However, the AI cheats more than a little in the amount of resources it get\'s, and will spam units at an incredible rate. If your after a map to bunker down against the massive waves that the AI throws at you, this is certainly the map your looking for.
- Freyr

first complete release, \"For Friends\". The map also known as \"Desert Ambush\" is, as the title indicates, located in a desert environment and was built with a main focus on fun gameplay.
[b][u]Staff Impression[/b][/u]
I\'ll get the negative side out of the way first, if you\'re a fan of graphically stunning maps this one isn\'t for you. The map displays a desert combat as plain as these usually are. Leaving the graphical aspect aside though, the map scores where it really matters, in the gameplay. There is open range for lots of fun tank battles, enough cover for your infantery, and it is perfectly balanced for your multiplayer/LAN experience.
[b][u]Summary[/b][/u]
Be sure to give it a try, you won\'t regret it. :)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

have a comon problem - Company Of Heroes was not designed to handle them originally. For a mapper, this means they provide a challenge, one not everybody manages to master. There are however mappers who are skilled enough to get around those issues and who produce quality, and Tureri marks no exception to this.
This map, both gameplay and layout wise, is a close to perfect recreation of conditions you would expect from winter battles or the general conditions at the Russian front, providing a refreshing change to the more comon village/town/countryside maps. Everyone who enjoys winter battles will be in for a treat here.
[b][u]Summary[/u][/b]
Stop reading, download, enjoy! :)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

points, and some bugfixes as well.
[b][u]Staff Impressions[/b][/u]
These only serve to make an already good map better, and more playable for everyone. I think my previous review sums it up quite nicely:
[quote]
This is a well-done map, with an excellent means of preventing or at least stalling rushes (which is, if you ask me, rather an unfair tactic - personal opinion only, of course) until both players have had a chance to build up. That said, players should still watch themselves, as some of the bridges remain intact and can be crossed right at the beginning.
Graphically, this map is very well-done, with marvelously varied textures and very good object placement, which makes it both fun to play and nice to look at (although doing this during a game is likely to get you killed - some advice).[/quote]
[b][u]Summary[/b][/u]
Quite a good map, and made even better with this update. Download today!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

dynamic nature of the terrain means players who get complacent will be demolished. Tanks will be a liability on this map, which is almost perfectly suited to defensive warfare.
[b][u]Staff Impressions[/b][/u]
Very nice. I like the idea, that's for sure. Tank players had better watch out, because those tanks will be sitting ducks on the narrow bridges. Infantry will fare little better, for the same reason. Defensive emplacements are the order of the day, and a battle comparable to the Somme is to be expected. Watch out for flanking hostiles, or plant explosives on as many bridges as possible. Your choice, but be wary of engineers. Graphically, this map isn't bad either, with healthy variation in textures and good object placement.
[b][u]Summary[/b][/u]
Not bad at all. Praise the mappers and pass the ammunition, 'cause this map is gonna see a lot of it before it's played out!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

=10+5+5+10+5+5=40
Munations=10+10+10+5+10+10+10+5=70
Strategic points=7
Total Sectors=21+2 Bases=23
[b][u]Staff Impression[/u][/b]
Well, what can I say, this map provides a great mix of graphical and gameplay quality. Looking at the screenshots and seeing it in game you will quickly notice the developer has put a lot of effort into this map. Congratulations to the developer for reaching the GR map contest short list. :)
[b][u]Summary[/u][/b]
Let the screenshots speak for themselves and download this asap. :)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

areas and german-headquarter.
[b][u]Staff Impression[/u][/b]
The map is has loads of nice details, for example the german HQ area. At some points there could still be a bit more texture variation, but otherwise map looks pretty good. As the developer has ment to, most of the vehicles would get destroyed quite quickly, because of the thin crossing points, which are very easy to block with mines or tank traps.
[b][u]Summary[/u][/b]
This file will really add to your Company of Heroes experience and a download is highly recommended!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-jannev.jpg[/img]

including the addition of new weather options.
Here's my original review:
[quote]Back in the old days of powder and shot, star forts were built to provide firing positions to keep enemy soldiers away from the fort. This map is a recreation of a real fort, Vesting Bourtange, in the northern Netherlands. Like its inspiration, it is 5-sided, and filled with narrow streets and alleys.
Gameplay-wise, whoever controls the bridges controls the game. There are four bridges, two for tanks and two for infantry, which lead into the fort. On the far side of either is a manpower point which, if taken by the enemy, will cut you off from all your supplies in the fort. If they dig in on the other side of the bridge, you'll have a tough time getting back in. Conversely, you can do the same to them.
The narrow streets in the fort are also probably going to frustrate your tanks. You might want to watch out with sending large vehicles through the middle of the fortress, as they'll be sitting ducks for infantry. However, expect some nice and large battles for the central square, as that is where the inevitable clashes will be.
Enjoy the map![/quote]
-CanadianBorg
P.S. Resistance is futile, eh?

Unfortunatly there seems to be little in the way of texture variation with this reliance on decals. But apart from these it is a delightful looking map with great potiental. Recommended for people interested in fierce relentless infantry combat and heavy defences.
`Tureri

however, seeing the map has a stormy setting and there's a fair bit of variety in the layout (town, industrial buildings, railway track and missile base) that's something you can easily overlook. Enjoy the battle!
~Pille

map is constructed in such a way that, to win, the player has to control the crossings, of which there appear to be three. Player 8 gets a defensive bonus in this particular map, while the Allies get loads of extra manpower.
All that said, there's a couple of issues with this map: First, the textures. I know, I know, I harp on it and harp on it, but the truth is I have to. Everywhere there's grass in this map, it's the same grass. At least it isn't the standard, half-dead yellow grass, but a little variety wouldn't kill anyone, would it?
The author has also said there's some issues with phantom weapons and AI pathing, primarily the Allied AI congregating about half his units at the locks while the other half pushes forwards.
All that said, this still looks like a good map, and is certainly worth a try, and perhaps a v1.1.
-CanadianBorg
P.S. Resistance is futile, eh?

to please everyone. There is a lot of detail and you have to control a bridge to get to another player's base, meaning a lot of blowing up bridges and a lot of choke points. I tried to put equal points for every player.
So I hope you enjoy it.[/quote]
~Pille

something to be desired.
First off: Textures. I can't harp on this enough to anyone. Please, please, PLEASE vary your textures, people! Staring at the same bland snow texture the whole time is really not that much fun.
Second: The craters. You didn't really dig down far enough. If you were looking for the effect of snow piled up inside, I think you missed the mark a little.
And, finally, the trenches themselves. I have just one thing, really, to say on this topic: They don't look like trenches. I certainly wouldn't take cover in them. A trench is supposed to be below ground level, in order to protect you from incoming bullets and artillery fire.
Fix these issues up, and you'll have something good.
-CanadianBorg
P.S. Resistance is futile, eh?

of artillery and air support before you go on any sort of offense. Just my thoughts.
Visually, this map looks good, but the concrete sections could be demarcated a little better from the rest of it. Also, there's a bit of texture stretching in some sections.
Also, Stefff has asked all of you to comment on anything that could be improved.
-CanadianBorg
P.S. Resistance is futile, eh?

everything is generally much better.
I only really have two quibbles: One, it still doesn't look much like a valley - no cliffs or anything like that on the sides. Two: The playable area is still too close the the edges of the map.
Other than that, this map is definitely a keeper.
-CanadianBorg
P.S. Resistance is futile, eh?

to pick is the height of the terrain. Seriously. Unless a specific historical scenario (and by that I mean a beach) calls for raised terrain, these maps are completely flat. Height variation does a lot to add to the dynamic feel of a map. Try to keep that in mind. Varied textures are also a plus.
Don't take these suggestions the wrong way. They are only intended to guide you in further mapping, and I certainly hope to see more from you, as it is good to see fresh blood in the community (especially on Halloween, mwahahahaha!)
-CanadianBorg
P.S. Resistance is futile, eh?

from the previouse v0.9b 6p_Berserk_Hav, for full changelog please read the README.
This map will be somewhat more intense obviously than the 4p version, but the sectors has not been fully tested, it might be so that one team has it better than the other. Please test it for a couple of round before giving good feedback as to what needs to be changed (if any).
Please enjoy!

the D-Day map, but I'm adding another one to that list today. Stunning detail and the very visible work that has been put into this make the map a definate keeper for a long time.
The map is playing around the Ruhr in a fictive town which has pretty much everything you would expect from a World War 2 town. I am not quite sure how to rate the fact the developer has included a code to make the bridges invincible, while it sure adds to the speed of the overall gameplay it also removes a couple of tactical options which have been used in the real war as well - Operation Market Garden in Arnhem being one example, as well as the bridge of Remagen.
Enjoy the map and do not forget to leave your feedback in the comments below!
~Pille

featuring snow, ice, tanks, bunkers, Pantherturms, and just about everything else required to give your enemies some serious butt-whuppin'.
So what are you waiting for? Get to it!
-CanadianBorg
P.S. Resistance is futile, eh?

done, with good placement of roads, CPs, etc., which should ensure some interesting gameplay.
Graphically, it is excellent. The wheel-ruts are faded out in places, where the snow has covered them. There's a small village, and this whole map does, indeed, provide the impression of being in the Ardennes. My only little quibble? The fact that you can't maneuver through the forests, but maybe that's just me, 'cause I like maximum realism in my games.
-CanadianBorg
P.S. Resistance is futile, eh?

considered a little over-used.
As hint to the author (responding to your "it is hard to place details in the alps" remark), I have visited the alps myself a few years ago, and it is actually easier to place items in them than you think. The alps aren't simply a row of mountains, you can find lots of villages nearby and in them, focussing on tourism. While that certainly was not a topic during the second world war, I can asure you the villages have been there before, so item placement should not provide any issues.
After testing the map, this is my main suggestion to you. While DarthThomas has noted there was detail in your previous release, I would recommend to do some research about the alp region and to add to your map based on that research, you will get a much better result for a third version.
It is definately recommended to check this map and [url="http://companyofheroes.filefront.com/file/Alps;102621"]the previous release[/url] out as they do work out greatly when it comes to the gameplay factor. Let the winter wars begin! :)
~Pille

ask me), it's a good concept. Be prepared for some defensive warfare, as cover objects and concrete trenches have been liberally applied to this map.
Just a couple of things: first, the single texture that is used everywhere. A little texture variation does a lot to spice up a map. Also, the dunes (I presume they are, indeed, dunes): Dunes are not just random piles or mounds of sand. They have a definite up and down slope, and they definitely do not stick up randomly out of the desert.
Fix these issues, maybe add a little more height variation, and you'll have something good here.
-CanadianBorg
P.S. Resistance is futile, eh?

bridges, small towns, and just about anything else you would want in a semi-rural area in France.
As for gameplay, get ready for some serious fighting, especially around the bridges. With 8 people, be careful not to trip on your teammates...
-CanadianBorg
P.S. Resistance is futile, eh?

rain. In CoH, I love it.) and a nice "forest" feel. The only problem? Most of the forest is flat. I recently went on a camping/hiking trip with my family, and we were scrambling up and down rocks and hills. Plus there's the issue of the area beyond the border... I don't really want to be hiking through the woods, then suddenly come across a yawning expanse into endless space.
Fix those little problems, and this'll be a good one.
-CanadianBorg
P.S. Resistance is futile, eh?

like me, don't believe in the no-win scenario. Note that this map is made with co-operative play in mind, but you can play it in single player as well, if you want to go head-to-head against wave after wave of tanks.
Sounds fun.
-CanadianBorg
P.S. Resistance is futile, eh?

non-mechanized, A Small Town is just that...a small town; This map comes with just enough room to build a few structures, and not much more. As mentioned, this is a first attempt at mapping by gr8estmage, and he has mentioned that feedback and [u]constructive[/u] criticism would be welcome, along with any suggestions for this, or other maps. Not bad at all for a first attempt!
Refer to the readme for additional information.

this developer's first attempt at mapping, expectations should not run high, however, just like every other person out there, he has to start somewheres, and increase his knowledge and talent as he goes. With that said, any feedback and [u]constructive[/u] criticism would be welcomed.
Refer to the readme for developer's notes

against your best buddy, or an internet friend that you haven't met yet! As this map is designed for only two, it will quickly boil down to skills...will [i]you[/i] be the one to walk away with bragging rights?
The background of this map starts in 1944, [i]On Oct 8, at a place called Crucifix Hill in Aachen Germany the 1st Infantry Division along with the Ranger Platoon of the 1st Battalion, attacked Crucifix Hill, a major defense hold for the German enemy. The objective of the battle was to gain control of the hill, which was laced with a maze of pillboxes and bunkers, so that the main objective of encircling Aachen could be completed. Hill 239, a.k.a. Crucifix Hill, was held by units of the German 246th Volksgrenadier Division.[/i]
If you think you have what it takes to complete the objective at Crucifix Hill, then don't delay, get in line and start your download now! Enjoy.
Refer to the readme for more information.

experiencing some lag.
FIXS:
Replaced Allie drop zone to different model supply drops *
(Because it looks a bit awkward looking exactly the same)
Added Pick-Up-Able Weapons At Drop-zones *
Added More Bushes Tree Etc *
Removed VP Mode *
(Because it messed up entire map, AKA No more territory problems)
*NOTE: Map may show up as "Jungle Safari" and some of the guns may not be able to be picked up. DO NOT PICK UP THE GUN ON THE BOAT IT WILL MESS UP THE SQUAD THAT DOES!!!*
Hint: Secure the drop-zones and claim it's resources and ammo before your enemy does!!!

the second time in 27 years. One country, albeit overtly expansionist in its aims, had simply invaded another, but the omens were not good. Unbelievably, so soon after 'the war that will end war', nations and their leaders had allowed another conflict to threaten the planet. The scope of this new war was not yet apparent, the truth dawning gradually; this one would last six years, involve more than two hundred countries which caused millions of people to suffer, costing 55 million lives and material damage of some 3 billion dollars, it affected the lives of three quarters of the worlds population and influence the lives of the majority of the world's inhabitants to some degree. Within months of the German move into Poland much of Europe had been occupied by the rampaging Blitzkrieg techniques of the Third Reich's military forces and everyone, even residents of far distant nations, was 'at war', their resources in men and material committed to the cause, on one side or the other. The Battle of Britain was at its height, Hitler's plans to invade England were close to being given the 'green light', and an awful dread filled many a heart.

slightly to make it more to his liking; In this re-make of the original: 4P_St Hilaire, the Axis Base now comes equipped with more protection, making the job of the Allies that much more difficult.
There are also loads of weapons just wanting to be used, so you'll be relieved to know that you won't have to resort to throwing rocks and sticks atr your opponants! The only thing left to do is locate the [i]'download'[/i] link and put it to good use...
Refer to the readme for additional information.

area that extends to the edges of the map. Other than that, this map looks good and should play even better. Just watch it with your tanks - they'll be sitting ducks no matter where you take 'em.
-CanadianBorg
P.S. Resistance is futile, eh?

warned: Dont' use tanks, because they'll be sitting ducks in that narrow pass.
As for the graphical side, this map looks good, some nice woods and good overall prop placement. A definite keeper.
-CanadianBorg
P.S. Resistance is futile, eh?

encounter any bugs, issues or you have constructive criticism to share, please contatct me at:
fists.of.sage@gmail.com
(I use that e-mail adress for gaming, so I only check it on a weekly basis.)
I am well aware, that I cannot stop anyone from editing this map. However, if you do edit it, please notify me.

hard-charging Third Army finally crossed the Moselle River at Nancy and Dieuouard .
Posing a serious threat to the German border, Hitler gathered his forces near a small town called Arracourtâ€¦ remnants of the 11th Panzer Division and 111th, 113th Panzer Brigades were ordered to halt Patton\'s advance at all cost. Known as the â€œBattle of the Hellcatsâ€ the largest tank-to-tank battle during WWII had begun.
The sheer scale of this battle is often clouded by the â€œBattle of the Bulgeâ€ and the accounts of bravery on both sides compelled me to research the battle and create my first map for Company of Heroes.
During WW2 the area was a mix of woodland, orchards and arable land, today most of the forest line seems to of disappeared and has been replaced by arable fields... The small town of Arracourt has grown in size but the layout and roads remain the same

combate ou tome a estaÃ§Ã£o de trem garantindo uma boa proteÃ§Ã£o para o avanÃ§o pela estrada.
A small village located in a forest whose only access during the snow is a railroad. Fast forward to the village and ensure the supply of fuel needed to fight or take the train station providing good protection to advance along the road.

progam files (x86) THG/Company of Heroes/ww2/Data/Scenarios/Mp
INSTALL 2 : Go to My Docoments/My games/Company of heroes/ww2/data/scenarios/Mp
Put the files in boht because is some of them but it work
YOU can use this map just need to CREDIDT ME!!!!!!!!!!
:)
Enjoy (sorry for bad map xD)

scratch to be as close as possible to the original. However, you will notice that this map is more detailed and has a couple of buildings which don\'t quite match the original.
COH classifies this map as \"extra large\" and while it is quite large, it doesn\'t really feel overwhelmingly large even for two players. There are 13 capturable sectors with two fuels and two ammo sectors per player and a bonus ammo sector in the middle. If you\'re playing for victory control points, there are three control points at what are the most defensible areas of the map. These three points (farm, ruins, and village) are also where you\'ll see the most infantry combat. The rest of the map is mostly fields and rolling hills perfect for tank combat and AT emplacements.

accessible only to infantry (unless you have access to the British Tetrarch tank...).
Miscellaneous: No mortar bunkers, heavy weapon emplacements or scattered squad weapons.
Resources: See Tactical map image.
Victory Points: 5 (see Victory Point map image).
Note: I like a lot of detail in my creations, and this map was made, initially, for my own amusement. It runs fine on my rig: Windows 7 64 bit, 6 GB DDR2, GeForce 8800 GT 1GB video, Core 2 Quad 2.4 GHz cpu. Let me know it you have any issues, and I will look into solutions.
From the map info file:
\"German forces retreat towards Berlin, and are ordered to engage in a delaying action at a small Austrian town that has yet to be touched by the war.\"
In essence, I created this map because I wanted to be the cause of all the war damage for a change. There are no damaged buildings, craters, fires or debris piles... yet ;-)
The file package includes lobby mini-maps to show starting positions, and an action-snapshot loading screen. Where to extract the files is detailed in the \'[i]Read Me[/i]\' file. Enjoy!

popular 4-players MP map \"Archelous River\" was transformed into a high-performance multiplayer map for 6 players. 2 Fuel sectors (one on each starting side) was removed and 2 new player positions were added. To get enough space for them, some entity and territory sectors were moved.
The fact that the fuel income is very low if one team does not controle ony island prevents matches to become endless because the isolated players got enough fuel to build some very hard resistance.
A general lag or majority of resources is not present.
Also, 2 new reinforcement routes were added to give the new players a realistic map entry position for call-in abillities.
Those players who liked the classic 2v2 version of the map probably will have much fun with this 3v3 version of it.

designed it loosely on pictures I found of a real German fort from WWII.
I find it best to play with 2 German\'s versus three allies. Personally, I think it\'s most enjyoable to play with the Eastern Front or Blitzkrief mods.
I find thsi to be a fun map, especially for units with artillery and paratroopers.
~30 years ago I got a \"Guns of Navvarone\" plastic army mountain and got hooked on German defensive scenarious...
I look forward to all of your feedback.
Feel free to use in your mod map packs if yuo wish, pleae provide me the courtesy of mention if you do.

man power and a medium amount of Munitions and Fuel point highs on both side of no mans land, Trenchs are on both sides of the map.
-The only known issue is that the trenches are to slim to let pershings and King Tiger though, all other Armor should have no issue.
-happy fraggin\'
leo196

1941, the mighty Hitler-Stalin Pact has been broken. While the hot sun burns over what once was East Poland, you can hear the clattering of German tank treads, the fizzling sound of artillery projectiles in the hot air of June and the screaming roar of Stuka engines. Everything else seems silent, the Red Army is on retreat. However, appearances are deceiving. Close to the once idyllic town of Lemberg, now devastated by German artillery, some Soviet divisions regroup to block the Germans\' way to victory. For the glorious motherland! The area is suited perfectly for flanking or ambushing the enemy, the dark woods provide good cover, while the fields may be deadly traps unless they are equipped with some well placed sand bags. Good luck, Comrades.

wound up in the project did I realize how big an undertaking it really was. It took me a little over a year to create working on it off and on. I tried to follow aerial photos of the camp during my design, to make it as close to the real thing as possible. Obviously, I simplified some aspects, like number of buildings, so that the gameplay would still hopefully be fun.
I may make more maps in the future, so your input is greatly appreciated. I am also open to suggestions on this map especially in the area of territory sector layout.
Although, I did do resource testing on my own (and followed some guides) to get the map to a point that I like, I will not be as thorough compared to community input.
Thank you for playing! and Thank you in advance if you give Feedback.
-KingAdam

development.
Id like any posts placed in this thread http://www.gamereplays.org/community/index.php?showtopic=817530 if possible, if it isnt possible to do that here is fine :) thanks all for the feedback this map kicks ass in its current form but it will continue to get better :D

Mapoverviews and new loadingcreens...
Have you got the older versions overwrite them with this maps....
new maps: Montherme2(8) and Wales(2) also final with mapoverviews and loadingscreens.
unpack the folder and put the sga files into main files coh/ww2/scenarios...
Regards and have fun....EisernesKreuzII...

original one in reality. i used pictures from Montherme today and i have done the best i can for made this area.
Montherme2 sga inclusive loadingscreen, map overview and pictures...
unzip the folder and put the sga file into coh main files / ww2 / scenarios....
Best regards and have fun

days until the 12th of june.
German battery is situated on a top hill, with four casemates, six positions for PK88. Three positions for flak38. Around there are wires and field mines. Germans made many trenches for their soldiers and bunkers for machine-guns.
Allied could get some dropped resources dispatched among hedgerow. There is also many bonus hidden for allied and germans.
Good luck soldier !

1944, 700 germans soldiers resist against furious bombardments from royal navy, bombardiers using napalm for first time, and heavy artillery.
They surrender for lack of water.
Germans have got plenty of weapons and defences but little fuel resource. munition resource is decent. They are only three narrow roads to interior island.
Mind your steps !! germans engineers put mines everywhere !!!
good luck soldier ! this is an hard mission.

Alexandria was blunted by the Allies, when the German Panzers tried to outflank the allied position. At the Second Battle of El Alamein (October 23 â€“ November 4, 1942) Allied forces broke the Axis line and forced them all the way back to Tunisia. Winston Churchill said of this victory: \"Now this is not the end. It is not even the beginning of the end, but it is, perhaps, the end of the beginning.\" After the war, he wrote: \"Before Alamein we never had a victory. After Alamein, we never had a defeat.\"

, room made for slot 4 and 8 they face looking into the bases slot 4 looks at slot 2 and slot 8 loks at slots 6 the doors of both hq`s lok into the bases not into the map.
Few extra bunkers added or slighly moved.
4 extra points added because of extra player.. 2 each side near the bases
Over all the map is 99% the same has the 6 player version..
Big thank you to for been my testers.
Don
Dennis
Appari
You been an great help.
To install put the map sga in
C: My DocumentsMy GamesCompany of Heroesww2scenarios
Then start Commpany of Heroes.

lasting July 31 - Nov. 30, 1917. After 16 weeks of bitter fighting in appalling conditions of rain, mud and slime,
about one-sixth of the initial objective had been gained at a cost of nearly 400,000 British casualties (17,000 officers),
leveling the entire town. Nearly 400,000 German soldiers gave their lives defending it

footbridges and three destroyed bridges. The best resources are in the town, but there are some dropped resources too with weapons available, so looking for them !!!
You have got a truck near each HQ. 29 sectors, 9 munition, 6 fuel, 14 manpower.

fought as good as I could. The only problem that occured was that some of Normandies meadows were and still are pretty empty, so I had to improvise there. Here some information about what took place in the area in June 1944:
June 10th 1944, St Come-du-Mont, Carentan area, Normandy. It was midhnight when the order from the High Command came. The 502nd Airborne of the 101st Airborne Division was ordered to progress onto Carentan, which marked a point of high strategical value. All important routes in the area met here, without Carentan, the boys from the beaches wouldn\'t be able to advance into the inland. Since June 6th, the Airborne Rangers gathered a nearly legendary reputation, when it was to secure important crossroads and strategical landmarks to ensure a happy \"Welcome\" to the Infantry and Tank Divisions from the beaches.
When the order came to the 502nd, led by Lt. Col. Cole, the men lingered in their emplacements in the South of St. Come-du-Mont. Their order: Secure the causeway, that trailed like a snake through the marshlands, flooded by the Germans. Bit by bit they advanced - but the Germans didn\'t mean to make it easy for them. The road led oder four bridges, dividing the causeway into four sectors. All bridges except of number two were intact, latter was blowed up by the Wehrmacht. So the offensive had to be moved for a start, because the engineers, who where up to repair the bridge, weren\'t able to work under enemy fire. So Cole and his men crossed the channel by boat, without enemy contact they could reach bridge number four, which marked the end of the causeway. There was just one problem - a Belgian Gate blocked their way, a barricade against soldiers and tanks. When engineers tried to open or move that gate, a mortar grenade detonated next to them and the enemy opened fire on their position. Immedeately, retreat was ordered.
In the afternoon, another attempt was started to cross bridge number four, bridge four had been repaired and artillery support had been granted. When the men lingered between bridge three and four, the Germans opened machinegun fire and an 88 attacked them, again, retreat was ordered, but six men of G-Company advanced, crouching underneath the Belgian Gate to the other side of the bridge. The men, who remained on the causeway, consulted three mortars and dug in. After men of the H- and I-Company witnessed an airstrike in the afternoon, soldiers of the H-Company crouched on the others side too. When the G-Company was ordered to advance onto the farm, which was used as a base structure for German MG-gunners and from where the causeway was attacked again and again, at 0400 in the next morning, they were attacked by machineguns and mortars again.
In the course of the morning, the G-Company advanced, using smoke grenades. When they reached the farm, it was empty. In the moment they recognized that, Germans opened fire with MGs from the hedge behind the farm, however, this danger was averted by bajonetts and grenades.
Then, the Germans retreated to the southern houses and the G-Company took a stand in the farmhouses. They set up two MGs in the southern hedgerow, one focusing the next Crossroad, the other providing cover to the southern fruit ochard.
In the meantime, a small group of men pursuaded the Germans and had a hard engagement with them, seperated by 150m by the safe farm.
Short after that, the Germans launched a counter offesive, which was able to be stopped because of the two MGs in the hedgerow.
The next day, G- and H-Company were backed up by A- and C-Company. Latter advanced on the road to Carentan, until they came to a small cabbage field next to the street.
When the Germans asked for cease-fire and the American legate came back from the trial, the Wehrmacht by proxy by the 6th. FallschirmjÃ¤gerregiment, opened fire from all available guns and another counter offensive was launched. The right flank broke down because of its low manning, however the left flank was involved in close range comabt in the ditches and hedges.
In the end, the American artillery was able to break the German resistance and the heavily outmanned 502nd was replaced by the 506th to march onto Carentan.

fringes ensures a good fight will be fought. its fairly open, and difficult to totally block off. Do you go for pure infantry, or rush for tanks? Good luck and have fun.
p.s I know that there is an artillery base in one of the buildings. its from the Eastern Front mod, once I\'d placed it I couldnt remove it :/ any feedback would be appreaciated

players,but aggressive tactics would be advisable as it aint that easy to just sit back and defend!
There are plenty of resources to obtain so big battles are definately in store whether playing against another person or persons or indeed the AI.
I thoroughly enjoyed testing this map so I hope you all feel the same.
This is my 3rd map,but its seems ive had some teething problems as to how to upload them properly,so hopefully this will work out just fine this time and people will get to play my maps.
I created this map myself in worldbuilder so anyone wishing to use it,give credit where its due and work away!
Thanks for downloading if you choose to do so.
Some feedback would be great!
Enjoy!

Train Station, Munition Depot and a fortified AirBase. Also a POW Prison camp that holds allied Rangers that can be freed for extra troops. A four player map that might be best for Skirmish play- It has some goals to achieve. As well as some rewards, weapons and supplys you can capture to gain a foothold in the game. The Axis Airbase is capable of holding a strong line of defence. But, the Allies start with extra troops in key locations.

applicable to this map
Please be reminded that this is my first map i will create a new version of this when
I have suggestion
DO NOT CLAIM THIS AS YOUR OWN YOU CAN EDIT IT BUT ONLY IF ITS FOR YOUR OWN GOOD

is an open hilly area down through the middle of the map leaving this area better for tank players.
This map will suit all types of players.
It is a well balanced map with some suprises in store!
Enjoy

supplying lots of resources (2 low mun,2 low fuel,one med fuel & one med mun)
There are however plenty of wrecked tanks lying around for Axis pioneers to salvage munitions from so to balance this out I have supplied the Allies with a munitions paradrop at their base. (that should be intersting)
Ive had loads of fun playing this against AI but this map would definately be fantastic against another person of equal skill due to the makeup and layout of the battlefield.
This consists of many rolling hills with a few buildings in the centre (where the medium resources are placed) and a building at opposing corners which overlook the two low fuels giving tactical opportunities to anyone who captures them.
I Have left many objects around for infantry cover but still plenty of room for the tank lovers out there.
Playing with victory points is in my mind equally as good to play on this map.
Bias aside,I personally think this is a great map although im on a steep learning curve with regards to certain details like splats and splines.
Overall,this ought to provide a lot of fun for anyone willing to download and play my map.
Enjoy!

not outflank the enemy because there are fences that has to be destroyed first. (Via Vehicle or mortar...)
In the middle are some trenches that will give you good cover.
If you are lucky you find an MG42 in the garden ;)
Hope you have fun with this Map.
If you could write a comment when played this map, i will be very pleased.

across from each other. The towns are separated by an enormous river, which branches off into smaller rivers. There are five bridges: two of which are already completed, while the remaining three are completely destroyed. However, they are repairable. Also there is a factory and a train station, both of which are located on the right side (depending on which side one chooses). Lastly, there is a elongated wall that separates their partner for the beginning portion of the game.

almost an exact replica of my home, which is located on a large, rural hill top overlooking a very rural valley in Northern Alabama. I have pretty much worked out all of the bugs, but if you find more that needs to be addressed, please feel free to email me. Any comments, criticisms and suggestions are always welcomed, especially considering that this is my first COH map.

infantery is needed to get fuel and tanks.
I played my map before and I really liked it. I had some issues with the loading screen and I have no idea to fix it, the map is awesome anyway so it doenst really matter.
Have fun.

river from the town, where 4,5 & 6 start. All bridges are destructible. There is a small island that has a control point on top. I do know that the 2 middle munitions points are in need of re-positioning, so there will be an update. (weird control sector)

wanted to make a map with some realism on the distances, so the vehicles are very priced, and fast counter-attacks can break a line of defence in they are used wisely.
You have a lot of cover and amush places in the Bocage and the Swamps, so a nice infantry force should be enough to hold the line.
I Highly recomend playing it with the Normandy 44 European Theater Mod from sweeten2213. It\'s a great tool when you want some extra realism.
It lacks some detail on ground, but i wanted it to be playable whit lots of units on it.
sorry if i mistaked on the english, it\'s not my native lang.
enjoy!

bridges across it. Near the other hq there\'s a small village complex and a downed halifax. Across the river there\'s small industry port and some farm areas. About the name, I got it from one of the street signes in worldbuiler:D

stinkin guts!
This is a fairly decent size map which is regtangular in shape with many buildings to fortify,lots of nice trees to blow up and a hilly area at one side of the middle which only infantry can traverse (which also makes it difficult to just wire off a chokepoint if facing the AI)
Its a fairly well balanced map also,with some nice resources near the base to kickstart the war.
As to be expected from a map of this shape,whoever breaks through the middle first will more than likely prevail!
This is my first map.
I basically did the tutorial lastnight,spent six hours making it and am now sharing it with you lot.
Having been playin COH since it came out and downloaded a few hundred maps,I would certainly say this is a decent first stab at map making.
I can cearly see room for improvement with regards to textures & splats etc.
But,my computer is seven years old and can\'t handle all the details id like to put in (getting a new one soon) and as stated I made this within six hours so literally straight out of bootcamp!
Even so,not a bad effort if I say so myself ;-)
This is a hard map if up against good players so lots of fun guaranteed!
I have not found any issues with it so far (Ive played it 3 times with my mates) but if there are any,please let me know so I can sort it out asap
I haven\'t given any screenies yet,but im hoping someone will kindly show me how to do that.
Im sure it\'s much easier than making maps ;-)
Thanks for downloading,hope you enjoy..looking forward to some feedback,and again,apologies for the (temporary) absence of screenies ;-)
Go get \'em tiger!

factories which have been lightly bombarded. On the other side of the bridges there is a countrty area with a few buildings and a miliatry outpost in the corner. I suppose the idea of 3 bridges in the middle came from the map known as lyon which was made by COH. It made me want to do one with 3 bridges. Victory points are good to play on this because there are 3 on each side which means you have to be offensive at one point so you can win rather than always being defensive and digging in. Who ever reviews this map please note i tried to have a proper go at the texturing can you tell me if i did good or not. I actually enjoyed making this map and wanted to share it with other people.

playable area but the terrain size that the map dosen\'t end few meters from the playable area cutoff. i\'m waiting for any suggestions what to add/remove.
Thanks,
Unisol
PRECISION IS NOT A QUESTION OF TALENT

is more detailed then the others as you can tell by the screen shots. If you like maps with bridges then this is a good place. If you notice in the screen shot there\'s a bridge that is a land bridge and can\'t be destroyed so players cant just sit there and keep the enemy out unless if they have a strong defense. I recommend you play this on fixed. There is no victory point its just for annihilation. Hope you enjoy.

infantry division has been deployed to push out the invading 62 German Panzer army. For more info look at screen shots for what i have please comment on ideas for it, or improvements. Also this map does work fine. The Eastern Front mod loads slow on my computer so if it does on yours just give it time. To download the Eastern Front mod i went to http://easternfront.org/?p=news.

play online against other players! I understand the texturing can be improved, but i\'ll make up for that in another map. some places have lots of foliage, but it can be destroyed easily by tanks and light vechicles.

side has 3 \"Easy\" capturable ammo sectors, it makes it easy to gain ammo for those needed upgrades.
Fuel and manpower sectors are however, still close enough to capture before the real combat begins.
Each side has their own advantage for defending/attacking each build up of enemy forces, Playing as germany all you need to do is place a few well guarded Flak 88\'s approximately 1/2 way up the map and they will hold the allied forces at bay.
Where as the case for the allies, Airborne forces can bunker down in one of the numerous buildings while their 57mm antitank guns can aim down one of the roads and take out any enemy forces quickly, with the help of a sniper or two.
One or two units that succeed in this map are the Sherman Callopie, and the Nebelwerfer, so my advice to anyone who wants to play this map. Make sure if you see any of these units, TAKE them out quickly before they can induce any damage.
On another note, Defend your captured sectors well. The AI can come down any road.
Building tank traps and barbed wire can help alot to.
This map has a total of 6 Ammo sectors, 6 manpower and 6 Fuel sectors which when all captured, can give you a lot of resources required to build a decent army.[/quote]
The only real objection possible to this map is that with so few routes around the place (effectively two) it\'s extremely static gameplay, so this wouldn\'t make for a good multiplayer game. However, this will do nicely for a Skirmish match, seeing as static bunkerised gameplay is the norm.
- Freyr

the rest of the map by a cut off point in the centre. There are also high munitions points at equal distances between the allied and axis bases.
Personally, I feel this map strongly advantages the axis factions, who\'s battle tactics are likely to revolve around sitting on the high fuel points outside their base with they can get to their extremely strong late tech options. The centre of the city does offer some strategic possibilities, however this is marred slightly given that it\'s all but inevitable that a British player will park one of their trucks anywhere on the cut off point cutting the axis players off from the centre, denying these important points to the enemy even if they do take them. Equally, the Axis faction could attempt to do this with a scout car, but it\'s fair to say that scout cars tend to be less of an obstacle for the allies to destroy than a command truck is for the axis, given the disparity in armour between them. Given this, the +16 munitions points are likely to be the main contended areas, seeing as they are at equal distances between bases with no cut off points to worry about.
All in all, this map probably wouldn\'t be that fun with 8 human players playing it because of the factors mentioned above. However, this is more likely to be played offline as a good old fashioned skirmish. For that, it ought to be pretty good fun and well worth a download.
- Freyr

village.
[b][u]Staff Impression[/u][/b]
While it shows this map is a beginner's map, I have nothing negative to tell about it. That being out of the way, while the same gras texture all over the map makes it appear a little bland it is not striking as much as on several other maps, which may be "faulted" by avoiding a couple of beginner mistakes.
Something a bit unusual for maps in general is the border of trees surrounding all of it, giving the map some kind of a "play-table" feeling. Feeling is kind of important on the map though, as the place displayed "feels right". The curved roads, the 3 bridges connecting the town/village to the other side of the river, they appear natural enough to give this some sort of realism, at least if you use your imagination a little. Thanks to the amount of buildings and structures, infantery battle is recommended but not required, as there's plenty of room for tanks as well.
[b][u]Summary[/u][/b]
For a first time, this is a great beginner's map and well worth trying. In his original description the autor stated "Enjoy the map and if people like it, I'll make more". By any means, please do so, this is a very welcome addition to our site. :)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

bases.
[b][u]Staff Impression[/u][/b]
I don\'t know how else to say it, this map feels like someone took elements from world builder and threw them together randomly, this being the result. You have the gras-based surrounding, 2 looped railway tracks in a desert environment, and random farm/structure placement. Like many of these maps, it scores at the gameplay though. What appears random on first sight proves to be a great aid in gameplay fun, smartly placed ressource points and open area for both tank and infantery battles delivering pretty much everything you need for a great MP session. For future releases I would hope for a bit more balance in texture placement, this is by no means a bad attempt though. :)
[b][u]Summary[/u][/b]
Highly recommended download :)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

the town of Carentan, it features one main river that splits and runs around the central island of Carentan surrounded by countryside and two smaller islands on both the top and bottom sides of the map. All four bases start in a different corner giving the players an even space between one another, the central island of Carentan is covered in buildings for infantry while the open grasslands surrounding the island is prefect for tanks. Whatever way you play this map has it covered.
[b][u]Staff impression[/u][/b]
The central idea of the map is tried and tested, an easily defendable central island with plenty of room surrounding it to offer multiple stratagies which makes for great gameplay. With that said there are a few things that i could recommend to be improved upon, graphicly the map isnt the most appealing, plain textures and copied objects bundled together is something that holds a lot of mappers back, spreading things out realisticly and mixing textures and splines together can make a huge improvment to a map, but thats just my opinion. Overall its a good map with potential to reach even greater heights.
[b][u]Summary[/u][/b]
A great central idea that could do with some refining, a recommended download but dont forget to leave some feedback for the developer.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

the mix for some stratagy, objects moved and added and finally some texture changes. As with the first version the map still contains the main road running through the centre as well as hills and trees used to add some variety.
[b][u]Staff impression[/u][/b]
Deffinatly an improvment over the first version with added textures and objects. Some buildings have been added to provide some cover for the footsloggers (that is until they get demolished :p) as well as a couple more passes in the ridgeline to entertain those of us who prefer a sneaky flank opposed to a more frontal assult. An expert or hard AI will keep things on the edge and a struggle the whole way, whatever your stratagy this map has it covered.
[b][u]Summary[/u][/b]
Looks like another quality update from Hawkeye, keep em comming. A must have for anyone wishing to expand thier maps folder, download and enjoy. And as always comment and let Hawkeye know what you think.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

lack of chokepoints and narrow spaces also means that defensive warfare becomes near-useless, as the position can simply be outflanked.
[b][u]Staff Impressions[/b][/u]
I think my previous review sums it up nicely: [quote]The map plays well as a tank map, the graphical execution isn\'t great. The lack of variety in the textures is somewhat evident in the open fields, but the placement of objects around the map is a good step in the direction of variation. What it needs now is some actual farm fields, or some roads or something, to break up the monotonous grass.[/quote]
There have been some changes to the texturing, and a few other improvements since then.
[b][u]Summary[/b][/u]
Certainly a nice improvement. A must-have for any fan of tank battles.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

few more objects scattered around. (see reeadme for full changelog) The map is recommended for a harder AI as an easy AI will not pass certain points making the game somewhat... easier :p, (I\'v had the same problem in my maps as well, its a pain and one that continues to happen unfortunatly)
[b][u]Staff impression[/b][/u]
Deffinatly an improvement from the first version, objects have been placed well and the forest and bridges provide deadly killzones. A couple more features have been added to keep the game intresting like the AA base near player 1 and the V1 base near player 4\'s starting position. Tanks in this map are going to suffer in the confines of the forests where mines and anti tank units rule, watch your flanks and hold your positions or risk being over-run early on in the game.
Some advice i could give would be to blend some of the textures together, use the feather tool with the paint, it gives a much more blended appearance and looks better than stark contrasts from one texture too another, also dont be afraid to change the main base texture, add some grass or mud around the forests to make it more realistic. Other than that great job.
[b][u]Summary[/b][/u]
Another good update for an already good map, keep it up. Worth a download and make sure you provide feedback on what you think of the map.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

emphasizes hard-hitting, fast-moving forces, with little room for error, lest you be bogged down and have to duke it out, mano-a-mano.
[b][u]Staff Impressions[/b][/u]
Copious violence aside, this map isn\'t badly done. The textures are applied nicely, and, even though it\'s just the same texture everywhere, there\'s enough variation in the form of craters and roads and whatnot that it doesn\'t look like it repeats. The orchard could use a little more work, but maybe that\'s just me.
[b][u]Summary[/b][/u]
Certainly well done. Another map by this guy certainly wouldn\'t be turned down, that\'s for sure.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

roads to stop enemy advances. As a result, tanks will become almost useless, as they will be bottled up at these crucial locations.
[b][u]Staff Impressions[/b][/u]
Not bad, for a first time. The object placement and premise are both good, and the ferocious defensive warfare this map promises should be great fun. Expect heavy casualties on both sides, but especially for the side that deploys tanks in any significant number.
The only problem with this map is the repetitive texturing job. It would look a lot more like a mountain if the textures around the slopes were varied a little. Perhaps some stone cliffs or something, to add that "mountainous" feel?
[b][u]Summary[/b][/u]
Not bad, for a first time. A v1.1 certainly wouldn't be turned away.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

ridge in the centre of the map with a large road running from one side to the other, trees have been placed well and hills added for height variation.
[b][u]Staff impression[/u][/b]
As this is the first map uploaded by Hawkeye we dont expect beginners maps to be glorious works of art, however for a first map this does indeed raise the bar for first time mappers. With plenty of texture variation and splines to keep things graphicly appealing Hawkeye has also taken gameplay into consideration with a large ridge running along the centre of the map is bound to provide kill zonesand narrow passages for those players who prefer defence over offence. Some things that could be improved or added to the map could include, a couple more texturs, some buildings to keep those infantry guys happy and maybe a few more splines. (These are just my opinions and we all know im picky ; ).
[b][u]Summary[/u][/b]
Definatly a good start and certainly an addition to any players list of maps. And remember with all mappers; feedback is what strives us to create and refine what we do, so if you download this map make sure you let Hawkeye know what you think of it. (constructive critisism of course)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

with huge areas to manouver in. The map can be played by two people up to six people.
[b][u]Staff impression[/b][/u]
This map to me could use a little work, and dont flame me for being oppinionated but sometimes we must be a cruel to be kind. The map is extremely barren, it could do with some more objects, trees, more textures pretty much more of everything. The central idea of the map however seems solid with two mountain ranges seperating the middle and outter sides, for a first time map the outline of it is there but it lacks any kind of enviromental backup.
In the future if any updated map is made it would be a huge improvment if some more objects and texture placement were included
[b][u]Summary[/b][/u]
A good idea for a map now it just needs to be finished off some more. Download and provide any feedback you think to be constructive.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

is suited more to the infantry players who will have an advantage being able to navigate through the trees easier than say an armoured force, the water across the roads ensure that any vehicle daring enough to travel along those routes are easy pickings for anti-tank units and mines. Keep track of your units in the mist or run the risk of finding your opponent launching sneak attacks against your base.
[u][b]Staff impression[/b][/u]
This is a rather well made map, good object placement, good enviroment (great use of fog in my opinion), good use of textures and splats, no repeated textures, yep this map just about has it all. Only thing i could give advice for would be for more screenshots, people want pictures of the map not boring descriptions like these (jokes, jokes). But apart from that tiny drawback (which isn\'t even map related mind you) this map is certainly well done.
[u][b]Summary[/b][/u]
Overall this map has both great enviorment as well as a thought out layout. This one is definatly a keeper so download and enjoy.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-laclown.jpg[/img]

the AI. It also alters the forest to make infantry movement a little easier, and some of the footbridges now work a little more like footbridges.
[b][u]Staff Impressions[/b][/u]
I think my last review pretty much sums it up:
[quote]This map is well set-up for infantry warfare, with few resources meaning that more advanced units will be out of reach. While this makes fortification difficult, it also means that players will have to be creative with how they spend their points.
Graphically, this map conveys the \"dark forest\" idea very well, with lots of trees, as well as small houses, a mill, and a river. Watch out for flanking attacks at all times, because it\'s almost guaranteed there is more than one route to any particular location.[/quote]
[b][u]Summary[/b][/u]
A good update to a good map. Keep \'em coming!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

and other narrow areas also offer defensive opportunities.
[b][u]Staff Impressions[/b][/u]
This is something we don\'t see often around here, in the fact that it\'s suited to tank, infantry, and defensive players. There are bridges to defend, narrow streets where tanks can\'t venture, and large coverless areas where infantry wouldn\'t dare to go. This makes it possible for all three types of players to enjoy it, but difficult for any one to win.
Graphically, it could use a little more work. The repetitive texture really detracts from the map, and there isn\'t anything (especially objects) to distract the eye from it. This map could work as a city, if there were more city details: sidewalks, lampposts, parked cars, that sort of thing.
[b][u]Summary[/b][/u]
A good basic premise, but the graphics department could use some serious work. V1.1 would be very welcome around here.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

opponent\'s base.
[b][u]Staff Impressions[/b][/u]
This is a defender\'s map, that\'s for sure. Lots of bridge chokepoints (which come pre-destroyed, too) and a town mean plenty of locations to fortify against enemy advances, plus the bridges can always be re-destroyed if necessary.
Graphically, it isn\'t badly done at all. The texture doesn\'t appear repetitive because of well-placed objects, but some of the splines (especially the roads) end suddenly and without explanation.
[b][u]Summary[/b][/u]
Not bad at all. A v1.1 would certainly be welcome.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

Entrenchment occasionally comes into play, however, especially near the player bases, where there are chokepoints to block enemy advances with.
[b][u]Staff Impressions[/b][/u]
Not bad, for a first effort. While the idea is good, and the map plays well as a tank map, the graphical execution isn\'t great. The lack of variety in the textures is somewhat evident in the open fields, but the placement of objects around the map is a good step in the direction of variation. What it needs now is some actual farm fields, or some roads or something, to break up the monotonous grass.
[b][u]Summary[/b][/u]
Not bad, and has a lot of potential. A v1.1 would certainly be welcome.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

and plenty of places to set up defenses. That said, there are many ways to flank an enemy, so always stay on the lookout for enemy forces.
[b][u]Staff Impressions[/b][/u]
We don\'t see enough urban combat maps around here, and this one adds an interesting twist to it with the walls of trees. Infantry and defensive players will excel here, as tanks will be sitting ducks in the narrow spaces. Flanking attacks are always a possibility, however, so watch your back.
Graphically, it could use some more work. The repetitive textures and lack of scenery, especially around the edges (near the bases), mean that there isn\'t much to look at while you\'re blowing up your enemy. The town is a little better, but there is a definite lack of detail (parked cars, streetlamps, etc.) there.
[b][u]Summary[/b][/u]
Not bad, but it needs some more polishing. A v1.1 would certainly be welcome.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

and a lack of cover for infantry in some places.
[b][u]Staff Impressions[/b][/u]
This map is well done, both in terms of graphics and gameplay. Gameplay-wise, it leans towards tank players, although there are areas where infantry will do better. Defensive players won\'t find any such benefits, however, as there are large open areas on all sides of players\' bases.
Graphically, this map is very well done, albeit very gloomy-looking. Muddy ground and a rainy sky make it almost depressing, but that makes it very convincing for warfare. The object placement is very good (very realistic), with plenty of texture variation to go along with it.
[b][u]Summary[/b][/u]
A very good map. Download, but watch your six, \'cause you never know when you\'ll find a bullet in your back.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

possiblities, but tank players will suffer greatly against enemy positions.
[b][u]Staff Impressions[/b][/u]
The idea is very good - lots of chokepoints and locations for defensive positions. It\'s symmetrical, meaning that the more skilled player will win. Players who lean towards tanks will tend to suffer, as elevated positions and narrow accesses will provide firing locations for infantry. Defensive players will do very well, as there are only three accesses to each base, and two are infantry-only. Artillery/air support will play a large role here, as dug-in positions will be difficult to clean out without it.
Graphically, the map is fairly simple, with the main focus being gameplay. The object placement is gameplay-focused, with few artistic touches. There is little texture variation, almost the entire map being covered in grass or concrete.
[b][u]Summary[/b][/u]
A very gameplay-focused map with an excellent premise. A v1.1 would certainly be welcome.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

detriment of infantry, and a lack of chokepoints means that defensive strategies don\'t work too well either.
[b][u]Staff Impressions[/b][/u]
Very nice. The graphical element is excellent, with no obviously repeating textures and good placement of objects. It plays well too, but players should always watch out for flanking attacks and infantry will be at a distinct disadvantage due to a lack of decent cover and large areas of swampland in the middle. Defensive players will have to watch their flanks carefully, as the lack of chokepoints means a flanking strike on a strong position is likely.
[b][u]Summary[/b][/u]
Very nice, and it\'s just a beta. A full version would be much appreciated, and would certainly be welcome.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

more than target practice in some areas. Defensive players will find numerous positions to fortify, but beware: the houses offer flanking opportunities for enemy infantry.
[b][u]Staff Impressions[/b][/u]
Not bad, for a first go. The idea is sound, and the execution itself isn't bad, but the graphics could certainly use some work. The repetitive textures take away from the map, and the lack of real streets (with sidewalks and street lamps) in the town decreases the realism significantly.
[b][u]Summary[/b][/u]
Not bad for a first go, and a v1.1 would be welcomed.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

map representing Dutch farmland for 1 vs 1 battles.
[b][u]Staff Impression[/u][/b]
Usually, when somebody releases his first map, it is kind of obvious to the eye. Not saying it is a bad thing as everyone has to start somewhere, you get the idea though. However, once you\'re done reading this - if you do at all - the screenshots will instantly tell you why this map provides an exception to the rule. The detail freaks are probably going to slap me into the face, but for a first-time piece I see quite a stunning result here which is by any means worth giving it a chance.
[b][u]Summary[/u][/b]
Download it and give it a try, you will not regret it.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

time of it due to the pre-dug trenches.
[b][u]Staff Impressions[/b][/u]
We don\'t see enough desert maps around here. In any case, this map is designed more for hard combat than good looks, with few objects placed that aren\'t directly intended to be used as defensive emplacements. The good news is that the textures at least seem varied, thanks to the tank tracks sprinkled liberally around.
Strategically, this map is intended for a sort of \"trench warfare\" approach, with defensive players especially gaining the upper hand if they fortify the middle early.
[b][u]Summary[/b][/u]
Not bad by any means, and the fact that it\'s a desert map is always a plus.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

fields, whereas infantry will be more useful in the trenches. Which strategy will you choose?
[b][u]Staff Impressions[/b][/u]
This map is interesting, as it allows infantry players (typically under-represented due to the weakness of infantry) the chance to shine. The trenches are a killing zone for tanks, which cannot maneuver in them. As a result, fierce infantry and defensive warfare is to be expected there. In the north, among the fields, tanks will be more useful, as they will be capable of maneuvering better.
Graphically, this map is very well done, with varied textures and very good object placement. These really help to bring out the atmosphere of the place, and make gameplay that much more enjoyable.
[b][u]Summary[/b][/u]
An excellent map, and one any CoH player should have. Download today!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

feedback.
[b][u]Staff Impression[/u][/b]
Personally I like the trench kind of battles, although you'd connect them more with the first than the second world war. The map despite its unfinished state has a nice level of detail and is an appropriate recreation of a forrest battle.
[b][u]Summary[/u][/b]
Give it a try and don't forget to provide your feedback!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

French river, which revolves around control of the central island and the bridges. The central island is stocked with resources, which will give the controlling player a decisive edge.[/quote]
[b][u]Staff Impressions[/b][/u]
This is certainly a graphical improvement over the original, and the addition of more resources just serves to make the combat all the fiercer. Lots of attrition-warfare fun is to be had, as long as you don't mind turning this map into a cratered wasteland.
[b][u]Summary[/b][/u]
Certainly an improvement over the original. Keep 'em comin'!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

defensive player, and an aggressive player will find plenty of fierce fighting throughout the map.
[b][u]Staff Impressions[/b][/u]
Graphically, this map is very well done. Non-repetitive textures and good object placement combine to make it very visually appealing, and it's fun to play too. Infantry players should watch out, as the water crossings tend to be rather hazardous, but players who prefer armour or defenses will enjoy the map. A combination of bridges, both destructible and not, adds an interesting element for defense. The scattered buildings are all potential locations for an ambush, so watch your back.
[b][u]Summary[/b][/u]
A very well done map, and very enjoyable to just about everyone. Download today!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]

water crossings mean that infantry will tend to suffer, especially against well-fortified players. The map features numerous small industrial complexes and installations, including a lumberyard, several sheds, and a camp of some variety. Alternate routes to most destinations mean that all players should be wary of being flanked, especially at chokepoints.
[b][u]Staff Impressions[/b][/u]
I like this one, I won't deny that. It was originally intended for the 2P contest, but the author missed the submission deadline, so he decided to polish it up and submit it anyways. Regardless, the good texture variety and placement, good object placement, and interesting playstyle all combine to make this map a good one. There is little cover for infantry, which means that tanks will predominate here. Keep your eyes on your flanks, and make sure to watch your back, lest you find a bullet in it.
[b][u]Summary[/b][/u]
Certainly an interesting map, and quite good for the author's second. Larger versions (especially 2v2) wouldn't be minded either.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

give the controlling player a decisive edge.
[b][u]Staff Impressions[/b][/u]
Not a bad idea by any means. There aren't too many straight-up "fight over the middle" maps, and this is one of them. Basically, this will turn into a war of attrition, and the player in control of the island will win. Defensive players will do well here, as there are plenty of bridges to fortify and they serve as excellent chokepoints.
Graphically, it could use a little more work. The repetitive texture detracts from the feel of it a little, but it is made up for by good object placement.
[b][u]Summary[/b][/u]
Not a bad map by any means, and certainly welcome here. A V1.1 wouldn't be minded either.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

Considering many of the game's campaigns take place in cities and villages, I'm often surprised how few of them focus on the urban battles.
The setting of "Holding The Line" is a fictional destroyed city. Unlike in usually wider maps, you will find yourself limited to tight roads and ruins ideal for sniping your enemy.
For technical requirements please consult the readme file.
[b][u]Summary[/u][/b]
One of the best maps I recently got to test and review, a download is strongly recommended!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

hours before this one.
[b][u]Staff Impression[/u][/b]
Sometimes I feel I have to be brutally honest, and this is one of these occasions. The map consists of randomly thrown together items with no real recognizeable structure. I'm sure hardcore game freaks will find it enjoyable for open battles, otherwise I suggest to improve your mapping style and try to decide for a map concept. I was not even sure if you want to display a village, town, or...12345?
[b][u]Summary[/u][/b]
While the map still leaves a lot to be desired, please download it and make sure to provide feedback in the comments!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

fictive Italian village now, located on an island in the middle of a lake and is surrounded by various country-side like landscapes. Please note that in your map selection screen it may/will show up as "Dead Town".
[b][u]Staff Impression[/u][/b]
Be honest, would you think that the guy who created this has never mapped for a game before? No, me neither. The placement of graphics, items, structures etc. is close to a level of official quality. It will still take a bit more effort to belong to the few "grand mappers" of CoH, but the first steps there have been taken impressivly. Even better he is reacting so promptly to user feedback and fixing things.
[b][u]Summary[/u][/b]
Stop reading this and enjoy the map ;)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

country-side like landscapes, representing a fictional village in either Italy or Germany. Please note that in your map selection screen it may/will show up as "Dead Town".
[b][u]Staff Impression[/u][/b]
Be honest, would you think that the guy who created this has never mapped for a game before? No, me neither. The placement of graphics, items, structures etc. is close to a level of official quality. It will still take a bit more effort to belong to the few "grand mappers" of CoH, but the first steps there have been taken impressivly. Even better he is reacting so promptly to user feedback and fixing things.
[b][u]Summary[/u][/b]
Stop reading this and enjoy the map ;)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

middle of a lake and is surrounded by various country-side like landscapes, representing a fictional village in either Italy or Germany.
[b][u]Staff Impression[/u][/b]
Be honest, would you think that the guy who created this has never mapped for a game before? No, me neither. The placement of graphics, items, structures etc. is close to a level of official quality. It will still take a bit more effort to belong to the few "grand mappers" of CoH, but the first steps there have been taken impressivly.
[b][u]Summary[/u][/b]
Stop reading this and enjoy the map ;)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

with relative ease. Players should watch their backs, or risk being cut off by enemies maneuvering around them.
[b][u]Staff Impressions[/b][/u]
This isn't a bad map at all. The hedgerows add a nice strategic touch, as players have to watch their advances carefully. Be careful not to overextend yourself, or your forces will be cut off and annihalated.
The map is graphically quite good, with good object placement and variation in textures throughout. Object placement produces a very nice "farmland" feel, making the map look like it belongs in the French countryside somewhere.
[b][u]Summary[/b][/u]
An excellent map for tank players. Watch your backs, lest you find a bullet in it.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

village designed for 1vs1 gameplay, featuring 3 victory points.
[b][u]Staff Impression[/u][/b]
While the map suffers the typical beginner issues regarding the textures, the developer has taken his time to take care of a rather intense gameplay. Considering this is a first-time map the result is well worth giving it a try, non-design-freaks will quickly grow to like this.
[b][u]Summary[/u][/b]
Make sure to give it a try!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

that this time a frontal assault is the only possible option. Take care with advances - if you overextend yourself, you will be crushed.
[b][u]Staff Impressions[/b][/u]
There really isn't much to say here. This map is very straightforward, and is almost expressly made for defensive players. People playing here will really hearken back to WW1, with numerous bunkers and defensive works of all sorts in large numbers. Mines, barbed wire, and tank traps will be particularly helpful. Artillery is almost a must. The textures are rather bland and the map is simple graphically, but that sort of adds to its appeal - simple side-on-side, metal-crunching, body-flinging combat.
[b][u]Summary[/b][/u]
As mapping as an art form goes, this certainly is not the best example. However, for those who prefer a straight fight, this map is perfect.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

along one front being the optimal (and only) strategy. The land bridge features numerous houses and defensive positions, and there is a small infantry bridge as well, providing a (small) opportunity for rear strikes.
[b][u]Staff Impressions[/b][/u]
This map is basically designed for trench warfare, plain and simple. Landmines, slit trenches, and bunkers/MG nests will be your best friends here. In the end, the team that prevails will be the one with more firepower, and who grabbed the most land first. Watch out for flanking infantry attacks across the footbridge, as that may dampen your efforts somewhat.
Graphically, it isn't bad at all, with a good variety of objects. The texture is a little repetitive, but the objects do an excellent job of offsetting that.
[b][u]Summary[/b][/u]
Trench warfare fans will like this map. Enjoy!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

the additional headquarters. The ingame mapname is "Flusstal Vire (6)".[/quote]
[b][u]Staff Impression[/u][/b]
Making this map to playable with more players may be a good idea, more players = more fun. Still I could say that 6 players is a bit too much for this map size, but adding extra player slots means that you can play on this map with 5 players instead of 3, and I think that bridges and at middle area will be full of units while making an assault to enemys side of river.
[b][u]Summary[/u][/b]
Its very simple; one of most played maps is now playable with 6 players, go ahead, download and have a good game with even more people than you have use to!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-jannev.jpg[/img]

that are critical to control. The map doesn't recreate any particular location, but includes a small village located close to a river, four bridges, a pumping station, dam, railway yard and glider wreck. It's set early in the morning, just after dawn.
[b][u]Staff Impression[/u][/b]
Having played this myself now, I have to agree with CanadianBorg in nearly everything he said regarding this map. It was great to see that the only real point of critism - the slightly blank look due to a lack of trees - has been taken care of without making the map require significantly more PC ressources or causing any crashes. This has greatly improved both optical and gameplay aspects.
[b][u]Summary[/u][/b]
This map has pretty much everything you can hope for when it comes to having fun and intense battles, a download is simply mandatory for every Company of Heroes fan...and if you weren't one, you'd not be here. So click download and enjoy ;)
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

much to be said about the map really as nothing apart from the player count has been changed. Those of you who already played the stock maps will sure know that Relic didn't give us a bad map here at all, you will have to see if you enjoy the cramped feeling of 8 players on this.
[b][u]Summary[/u][/b]
Definately a worthwhile addition to your Company of Heroes game, and a tactical challenge for sure.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-pille.jpg[/img]

station, and a railyard. There is plenty of fighting to be had, especially for tank players, but watch out for infantry on your right flank.
[b][u]Staff Impressions[/b][/u]
Not bad, not bad at all. It's got a nice level of detail, some texture variation, and good object placement. My only real concern? The hills look a bit bare. Maybe adding some trees or something would "spruce" them up... I promise not to do that again. Other than that, I think defensive players will do well here, but infantry players should keep their eyes open for interesting opportunities.
[b][u]Summary[/b][/u]
Certainly not a bad map by any means, and a welcome new member in the community. Keep your eyes peeled for a V1.1.
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

cleared from forest) in Russian. Yelnya became the location of the Yelnya Offensive, the first successful offensive operation of Soviet troops in the Great Patriotic War. This is a 2P map, with 4 bridges, one of which is infantry-only.
[b][u]Staff Impression [/b][/u]
Very well done, to say the least. This map features good object and texture placement and variation, and should be fun for players of all strategies. Tank players may want to watch out, because those woods and narrow roads are excellent for ambushes. Some fierce fighting is in the offing with this map, but guard your flanks well, or you may end up just rewriting history. My only beef? This map seems a little big for 2P, but I don't think that's too big of an issue. Maybe a 4-8P version is in the works?
[b][u]Summary[/b][/u]
A well-done map, and one any fan of CoH should enjoy. Move out, comrades!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

Impressions[/b][/u]
Rural maps are decidedly tricky to pull off, much more so than urban maps because of the wide open spaces and the need to make them seem non-repetitive in some way. Now, that said, this map has done a fair job of it, with textures that change direction like a real farm field, as well as crops in certain fields. This map very well represents a typical farmland area in the country somewhere, and should make for some interesting mobile warfare. Static emplacements aren't going to be much use, just because the wide open spaces make it possible to flank them.
[u][b]Summary[/b][/u]
Certainly not a bad map by any means. If you like tank warfare, open maps, or both, download today!
[img]http://screenshots.filesnetwork.com/65/others/network-passport-cb.jpg[/img]
P.S. Resistance is futile, eh?

vehicle bridge and a foot-bridge.
[b][u]Staff Impression[/b][/u]
The fact there is little to no vegetation or houses on this map probably have to be reviewed by each player separately. Obviously, it leaves the room for several open and fun mass battles, but also takes away several tactical options, it will depend on your gaming preferencies. Overall though, due to the use of only gras, no textures and an equal height level I can't help the empty and unfinished feeling this map left to me.
[b][u]Summary[/u][/b]
While the map still leaves a bit to be desired, please download it and make sure to provide feedback in the comments!
[img]http://screenshots.filesnetwork.com/65/others/network_passport_pille.jpg[/img]

of bridges isolating the bases and two more to separate the sides of the map. You can expect mainly tank and defensive warfare here, as there is absolutely no use for infantry in such a wide open space.
My beef? Naturally, the textures. Namely, the lack of variation thereof. I harp on it and harp on it, but anyways...
After all, even arena maps have a little variation in terrain and textures.
If you like fast-paced, hard combat, enjoy!
-CanadianBorg
P.S. Resistance is futile, eh?

rather repetitive, but that can be fixed.
Here's my original review:
[quote]
Aaaah, a small town located somewhere in the countryside, controlled by the Axis and about to become a battleground...
This map promises frenetic warfare, as the narrow streets and two bridges create a haven for defensive and infantry players alike. Tank players will suffer in those narrow streets and chokepoints, so watch out with heavy vehicles.
Graphically, it isn't bad, but could use some improvements. First, my personal pet peeve, the textures. Would it kill you to replace at least some of the grass around the town with fields or something? Second, the way the town doesn't quite reach the river on either bank. For some reason, that really doesn't sit well with me... And I'm not even sure why. Finally, the lack of a border visual distraction. Unless you place trees or hills or something around the edges of a map, players will be able to see beyond the edge and off into space. Trees, hills, or buildings are prime candidates for this sort of thing, and also help to break up those repetitive textures I mentioned.
All in all, a good concept, it just needs a little more work and it'll be great. Keep in mind this is only a beta, which explains the bugs I mentioned, and keep your eyes out for the next version![/quote]
I certainly look forward to a V1.3!
-CanadianBorg
P.S. Resistance is futile, eh?

create a haven for defensive and infantry players alike. Tank players will suffer in those narrow streets and chokepoints, so watch out with heavy vehicles.
Graphically, it isn't bad, but could use some improvements. First, my personal pet peeve, the textures. Would it kill you to replace at least some of the grass around the town with fields or something? Second, the way the town doesn't quite reach the river on either bank. For some reason, that really doesn't sit well with me... And I'm not even sure why. Finally, the lack of a border visual distraction. Unless you place trees or hills or something around the edges of a map, players will be able to see beyond the edge and off into space. Trees, hills, or buildings are prime candidates for this sort of thing, and also help to break up those repetitive textures I mentioned.
All in all, a good concept, it just needs a little more work and it'll be great. Keep in mind this is only a beta, which explains the bugs I mentioned, and keep your eyes out for the next version!
-CanadianBorg
P.S. Resistance is futile, eh?

on this map, as it consists mainly of open spaces and a pair of major chokepoints. Some advice: Advance to the other side quickly, or risk a stalemate.
There's a couple of graphical issues with this map. The fields strike me as being... off, somehow (although I can't place it), and the tire marks in the base area don't really make any sense. A little more texture variation wouldn't hurt, either.
Other than that, this map should be enjoyable to you all. Have fun!
-CanadianBorg
P.S. Resistance is futile, eh?

areas. There aren't many places to dig in, so defensive players will suffer. Your best strategy here will be a mix of tanks and infantry, and a fair amount of caution around your flanks.
Graphically, it's not too shabby, with a good mix of textures and objects, and good placement. I might recommend a couple of touch-ups to the docks, but maybe that's just me.
Enjoy!
-CanadianBorg
P.S. Resistance is futile, eh?

zombies (or how about Nazi zombies? Anyways...)
This map isn't badly done by any means. Tank players will want to be wary, as the trees will really decrease the effectiveness of vehicles. The most valuable assets here, I think, will be infantry and possibly support units. Keep an eye out, and watch your flanks, because enemies can come at you from any direction. And keep your shotgun handy...
-CanadianBorg
P.S. Resistance is futile, eh?

detail for my taste. However, for a first time map I have to say you did a nice job on this one and it does not have any flaws where it really matters - in the gameplay. This is a fun and worthy addition to every CoH map collection and definately recommended. Enjoy!
~Pille

represents a small farming village somewhere in Holland, surrounded on one side by irrigated fields and on the other by a small forest. This map is nicely done, with good texture and object placement, but there's still something missing...
Oh yeah: The edges of the map! This map, like many, lacks a boundary area around the borders to prevent the user from looking off into space somewhere. And the terrain object placed around the outside doesn't help either, because it doesn't fit the map and its terrain in the least. I dunno about you, but I call that one a cop-out.
Besides that, this map looks well-done and should be fun to play. Enjoy!
-CanadianBorg
P.S. Resistance is futile, eh?

alongside a river. Considering I recently became a fan of horror adventure games, I instantly fell in love with this map. You really can't see it's a beginner's map at all, the atmosphere is superior to some of the well established maps and it actually feels like a village, not just some items placed in a map editor.
A definate download recomendation!
~Pille

river. Considering I recently became a fan of horror adventure games, I instantly fell in love with this map. You really can't see it's a beginner's map at all, the atmosphere is superior to some of the well established maps and it actually feels like a village, not just some items placed in a map editor.
A definate download recomendation!
~Pille

metal-crushing, body-tossing warfare. Or, if you like to dig in and defend your territory fiercely, you can do that too, and hang on as hard as you can.
Visually, I have my usual complaint. The same bland and boring grass texture is used everywhere. Please include some variety in your textures, because seeing the same thing over and over again is boring.
Other than that, this map promises a little something for both aggressive and defensive players. Get to it!
-CanadianBorg
P.S. Resistance is futile, eh?

one complaint: the textures. In some areas, the same bland texture covers swaths of land, making parts of the map rather unappealing to look at.
But, all in all, they aren't bad maps at all.
-CanadianBorg
P.S. Resistance is futile, eh?

so nice.
I tidy little map, ideal for low proformance systems and maybe training. The AI here words splendidly and the map is ideal for infanty and light viechles. The terrain is sadly lacking in textures and objects but still the map is good to play a few times. Though the replayabllity is lacking in this early version.
` Tureri

Wait, what?
Yeah, that's right. This picturesque little French town and orchard are both about to be torn up in bloody combat. There's plenty of stuff to keep you occupied, but the best way to do it (in my opinion) is to fortify the bridges and hold on tight.
This map is rather well-made, with good placement of objects. I don't even have anything to complain about regarding textures, which is unusual.
So, what are you waiting for? There's a war to be won!
[b]Note: This file is affected by the developer database error. The real author of this file is user Tureri.[/b]
-CanadianBorg
P.S. Resistance is futile, eh?

there's a series of fords as well. This map promises a little something for everyone, although it does lean more to armoured and defensive players.
The author's done a bang-up job with this map - I can't even complain about the textures because there's a variety of them and they're placed well. There's weather effects, which is a plus.
So, what are you waiting for? Download it and have fun!
-CanadianBorg
P.S. Resistance is futile, eh?

reasoning: Krakow's in Poland. I know. I've been there. Read up on your geography.
In any case, we have a rather simple snow map (kudos for not bending to the temptation to make it all grass like some people), but there's a whole host of issues: First, textures. Yes, I know I harp on this for almost every single map. Anyways, the same snow texture is used everywhere, with little variety. That should be changed.
Second, the terrain is flat. A flat map is (usually) boring, because it offers no strategic advantages to any side (while that has its own joys, that's not the point). Combine this with a lack of object placement, and this map becomes a simple meatgrinder, a la North Africa.
That brings me to my third point, object placement. Notice that, wherever there's trees, they're in almost perfect lines. Somewhat unnatural, don't you think?
And my final point: The edges of the map. I don't much relish the thought of looking off the edge of the world. The edges of the map should be wide enough that I'm not looking down into nothingness when I scroll to the edge.
Fix this stuff up, and don't be discouraged. It's not easy to make a first map, and harder still to place your work out there in the world for critique. But keep at it, and you'll start to improve. Rome wasn't built in a day, after all.
-CanadianBorg
P.S. Resistance is futile, eh?

comon, this map features both and creates an interesting gameplay style against both AI and human opponents.
The battle is focussing on the town center in real world war 2 tactical style, and I discovered the AI behaving surprisingly well compared to other submissions we received here before. I recommend to give it a try, you won't be disappointed!
~Pille

makes gameplay more realistic and enjoyable. In this regard, your map is certainly lacking. Sure, I like a good city fight as much as the next guy, but I don't like a completely flat map with no variation whatsoever in the height.
Besides that, there's one other issue, which I harp on a lot. The textures. Specifically, that sand texture. It just doesn't seem to fit the theme of a destroyed city. You might want to do something about that. Cracked flagstones, carbonized roads - that's a destroyed city. Not sand. Not to mention that looking at that sand texture for too long is like taking your grandfather's WW2-era shaving kit and scraping the dull, rusty razor over your retinas. If you're going to make it sandy, please choose a different sand.
I certainly like the concept, and the map's execution isn't bad, but there's still a lot of work to do here.
-CanadianBorg
P.S. Resistance is futile, eh?

4-player map, with lots of attention to detail. I can't even make my usual complaint about lack of texture variety...
It also features a little something for everyone, from out-and-out urban combat and defensive warfare to a more relaxed (relatively speaking) country battle.
All in all, a good map, with no real flaws. Definitely a keeper.
-CanadianBorg
P.S. Resistance is futile, eh?

Pocket
-Alsace-Moselle
-Loire Valley
These maps are of good quality and are quite enjoyable.
So, if you are looking for some quality maps to play try these!, i know how i will be spending the rest of my day!.
-Lint

battles, as it is mostly open. In the middle there is a small town, with hills on one side and swamps on the other. All of these offer some interesting tactical opportunities, and there's a little something for every playstyle, although tanks and defenses tend to dominate.
-CanadianBorg
P.S. Resistance is futile, eh?

south is about the only expedient way a tank can get around the main road bottleneck, so make good use of it.
Now, if you want me, I'll be pouring concrete and putting up sandbags...
-CanadianBorg
P.S. Resistance is futile, eh?

(I know I do).
I only have one quibble: The village looks like it's halfway through the process of being co-opted into a military base. I say halfway because there's fuel drums and supply crates, but no sandbags, bunkers, etc.
But that's really it. Like I said, this map should be a lot of fun, especially considering it's the author's first. Welcome to the community!
-CanadianBorg
P.S. Resistance is futile, eh?

you're out there...), with its pre-made fortifications and buildings in commanding locations. Considering it's located in the middle of a desert, there's a lot of variety to this map, and it should be a lot of fun, no matter your playstyle.
-CanadianBorg
P.S. Resistance is futile, eh?

actually not impossible to connect both.
I suppose you have all heard about the famous "Adlerhorst", which was Hitler's private estate. What only a few know though, not only did he have his private estates, Hitler possessed whole islands where only selected people were allowed to live.
This particular map is the recreation of one of these islands, conquered by US forces in the mid-war period of 1943. I can not rate the accuracy of the map as I am not sure myself if it's reconstructed or fictional, however it makes a nice change to the usual woods and towns maps.
A download is definitely recommended.
~Pille

is a common mistake, and is easily rectified by leaving about 256 units between the edge of the play area and the edge of the map, so people aren't staring into space.
2. Lack of any meaningful height variation. Most first maps either under- or over-use the terrain tool, and this definitely seems like a case of the former.
3. The textures. Apart from where different textures were necessary, you just used the same stock grass texture everywhere. That texture is arguably the most boring in the game, and, while it has its uses, a map carpeted with just the same texture with no variations is rather dull. This holds true for all other textures as well - it's good to get some variation with textures. It's also a good idea to "mark off" sections where the textures differ a lot (like concrete next to grass) with big fences or some such, to hide the fact that there's a huge mismatch. Even if the fence is destroyed, it leaves a rubble texture behind.
Fix these issues and this'll be a great map.
-CanadianBorg
P.S. Resistance is futile, eh?

other player's bases. While I like the idea, there's just one or two things I can't help but point out:
1. The hill is more like a small mound. Can't you make it a little taller, maybe with some chokepoints added in as well?
2. The lighting seems a bit too yellowish, even though I don't think it's dusk. Any way you could make the lighting a little more natural?
Besides these two quibbles, this map looks quite enjoyable, and I would look forward to a V2.
-CanadianBorg
P.S. Resistance is futile, eh?

http://companyofheroes.filefront.com/file/4pBerserkHav;102185
The AI starting at SP2, still has problems deciding if he want's his feet dirty however. And theres nothing i can do about it.
I do think it is a good 4p map though.
Enjoy!

interesting, and lots of open space for your tanks to maneuver for a better shot.
I have just one small quibble with this map: Those fences on the hills. A spline would have worked better there, but whatever.
This one looks good, so let's go fill it with tank wrecks and dead people.
-CanadianBorg
P.S. Resistance is futile, eh?

those places. For one thing, where's the forests? The Ardennes had plenty of forests, and caused mechanized units a lot of headaches. This map also seems a bit small for a six-player, but that's just me.
Also, the author recommends to play in victory point mode with a 1000 point limit. I never play in VP mode (too unrealistic, if you ask me), but that's apparently how the map is intended to be played.
Fix this stuff up, maybe do a little research, and you'll have something here.
-CanadianBorg
P.S. Resistance is futile, eh?

alright, I suppose).
I have a few small quibbles with this map: First, the railyard: It doesn't look much like a railyard at all. I've seen railyards, and they're generally much longer. Second, the town: It doesn't look much like a town, even a small one. More cobblestones and fences, and less grass. And, speaking of grass, there's almost no texture variation across this map, apart from areas like the wheatfield. A well-made map uses a variety of textures, even for one given use (e.g. grass). Also, the author gives this warning:
[quote]
THERE IS ENOUGH ROOM TO BUILD AT EACH BASE, UNLESS THE AI PLACES BUILDINGS TOO FAR APART IN WHICH CASE YOU MUST CHOOSE EITHER A MOTOR POOL OR TANK DEPOT DUE TO LACK OF ROOM.
[/quote]
Deal with these issues, and you'll have something here.
-CanadianBorg
P.S. Resistance is futile, eh?

offensive game with lots of armor. I may release a version with lower resources for less armor. It takes place in a rural area with some buildings.[/quote]
Only leaves me to mention that the landscape shown in the screenshots remind me to an area near the town I live in, but that's not in France. ;)
~Pille

rather than four. Here's darththomas' original description:
[quote]The author says this is a map that needs testing. When I tested it out I had alot of fun playing it. It's more of a defensive map and I actually prefer defensive maps it lasts longer.
The map is highly detailed and fun to play, for more info take a look at the read-me.[/quote]
-CanadianBorg
P.S. Resistance is futile, eh?

bridges, boats, a small town, farms, hedgerows, and just about everything else you need for a concentrated bout of butt-kicking. Based on my tactical analysis, this is primary an infantry map (unless your tanks have bulldozers), as those same tanks will be easy targets in all the narrow passages and crowded areas. There's a fair number of chokepoints, making it a great map for defensive warfare, if you're into that sort of thing.
-CanadianBorg
P.S. Resistance is futile, eh?

town. Be careful with your tanks, folks - those trees are nasty to maneuver around, and bazooka infantry will plough through you in a heartbeat if you don't watch your step.
As for the town, it doesn't look... town-like enough for me. Where are the little details, like fences and lightposts and whatnot?[/quote]
-CanadianBorg
P.S. Resistance is futile, eh?

opponent - if it'll even fly (which I somehow doubt - mass distribution, aerodynamics, power/weight ratio, and so on - not to mention the propellors don't even stick out far enough from the "fuselage"). You know, the Russians actually tried to make flying tanks - it didn't work too well.
That small historical inaccuracy (and physical impossibility) aside, this map offers up some interesting gameplay. You'll be fighting over a large airbase which contains hangars, administrative buildings, barracks, and, of course, some really messed-up Jagdpanzers.
If you're looking for urban combat, you'll be disappointed, but this offers a nice change of pace, so enjoy![/quote]
-CanadianBorg
P.S. Resistance is futile, eh?

power/weight ratio, and so on - not to mention the propellors don't even stick out far enough from the "fuselage"). You know, the Russians actually tried to make flying tanks - it didn't work too well.
That small historical inaccuracy (and physical impossibility) aside, this map offers up some interesting gameplay. You'll be fighting over a large airbase which contains hangars, administrative buildings, barracks, and, of course, some really messed-up Jagdpanzers.
If you're looking for urban combat, you'll be disappointed, but this offers a nice change of pace, so enjoy!
-CanadianBorg
P.S. Resistance is futile, eh?

Baden-Baden will place you in the country-side where the name of the game is survival!
Some tips on gameplay include:
[*]There are three optional attack routes gives good battles for the central island.
[*]You have to set up defences to avoid enemy attacks.
[*]To avoid flanking enemy, you should have to capture two neighbourhoods near river.
Near Baden-Baden comes with intense gameplay, and some non-stop fun...but watch out for the artillery in central island. It\'s small, so your troops can be in trouble. And there will be lots of arty, as there are lots of munitions in this map.
Refer to the readme for more information.

escape you are expecting 6 to 8 Panzer IV Stubbies, around 25 to 40 Stormtroopers, rookie Italian soldiers , 2 snipers and some defenses around the base. You have been given about 120 to 130 soldiers. they consist of SAS Commandos, US Rangers, US Airborne, Australian Rifles and 3 snipers. Panzer Elite: You have been advised by your superiors over 100 US and Australian soldiers are heading your way. Push them back at all costs this camp must not be destroyed it will severly reduce the amount of soldiers you will be getting. you have been given 6 to 8 Panzer IV Stubbies and 25 to 40 Stormtroopers. your base has been outfitted with defenses by Some of our best Luftwaffe.

Baden-Baden will place you in the country-side where the name of the game is survival!
Some tips on gameplay include:
[*]There are three optional attack routes gives good battles for the central island.
[*]You have to set up defences to avoid enemy attacks.
[*]To avoid flanking enemy, you should have to capture two neighbourhoods near river.
Near Baden-Baden comes with intense gameplay, and some non-stop fun...but watch out for the artillery in central island. It's small, so your troops can be in trouble. And there will be lots of arty, as there are lots of munitions in this map.
Refer to the readme for more information.

is some great potential for some serious [i]Company of Heroes[/i] action as you pit your uber skil against those of your adversary!
Road to Enschede centers around, well, the road to Enschede :) and takes place at the tail end of the war, 1945; The next objective on your list of things to do, is Enschede. The night before, Halifax destroyed every German vehicle and building in the area, and when the dust settled and the chaos cleared a bit, paratroopers were dropped in the area. Your objective is to link up with those paratroopers and take the Road to Enschede.
Good luck soldier!
Refer to the readme for more information.

the enemy is to be served up...with both sides aiming for the same conclusion, the action should be intense!
Pont Remy is a small town located in the heart of France during 1945, that comes complete with a railroad, a church and a sawmill, all conveniently located for you to take and defend, if you can! It's time wipe the sleep from your eyes, put on some clean socks, and lock & load your rifle soldier!
liamrocks has also stated that he is open to any and all feedback and [u]constructive[/u] critisism.
Refer to the readme for additional information.

built quite well for a "quick work" with nice some nice touches across the map. The map is quite open forcing players to adapt on the fly if flanked; however only 2 bridges are the only way to access each enemy base so this might encourage some camping to starve the enemy's economy. Economy wise, the author has purposely placed low fuel and munitions points to encourage infantry battles, so this might appeal to some players who like to continually fight to gain tech; also, this is also a great map to train for 1v1 ladders just because of it.
Check it out!

create a slower paced infantry style experience so there are only two (2) fuel points on the map in an effort to slow the production of armor. It has some pretty good house to house firefight opportunities and a couple pre-placed flak cannons (that the computer AI is too stupid to occupy :P) . The early game is dominated by machine gun teams/snipers and motorcycle/jeep combat, with some AT gun/Stug fights signaling the transition to the mid game. End game is usualy 2-3 tanks with whatever remaining infantry/scout forces each player still has. The map runs for about 30-40 minutes typically.

supplied, for your [i]Company of Heroes[/i] gaming enjoyment, the results of his first attempt at mapping, and a pretty good attempt it is.
The theme of Surakah Farm Lands is a familliar one to the World War II story...and let's just say that it's a good thing that allergies to sand is none to common! This desert map comes with buildings, some water and a lot of open sand...it also comes with a lot of War. If this sounds like a conflict that you want to be apart of, then start your download now. Enjoy.
Refer to the readme for more information.

can be had here on this lonely stretch of highway; If you decide that you would like to pit your uber skilz against those of another [b]Company of Heroes[/b] fanatic, then start your download now!
See the readme for installation instructions

close to a German mini-base. This area looks like an aircraft graveyard, as there are crashed planes everywhere; In The Dropzone (v2), the Germans are on the defensive, and the Americans have the role of attackers.
[b]Some of the features of this map include:[/b]
Americans:
Five Jeeps
A lot of Airborne.
Two Tertacht Tanks
Germans:
Six Heavy Machine gun teams.
Six Grenadier squads.
Two Volksgrenadier squads.
Two Knight Cross Holders Squads.
Two Anti-tank Crews.
Two Anti-Aircraft Crews
Essentially, this map is identical to the previous release, however, there are a few fixes and a change:
[b]Some fixes include:[/b]
Infantry and Tanks cannot pass through the wall
New structure
Refer to the readme for more information.

author's first map - Congrats :). The author advises this map should be played with the Realism mod against your friends, as it can be great fun. While the author hasn't managed to get the AI way points up, he is still working on it. Detail wise, this map is built quite well for a first time mapper ; there could have been more objects added in to the map to make it look more like a town, and could have utilized height maps more. One thing that this map really needs though, is control points for armies to capture; currently there is a lack of them.
Check it out!

out the entire map are strategically place resource points, each of which becomes hotly contested for in the struggle of supreme victory
This fast paced, close quarter map is ideal if you like a challenge and new strategics from what the other maps offer

the average soldier...all the while keeping the game playable!
After stretching the possibilities of [b]Company of Heroes[/b] map making, the result being HELL2P, the developer delivers this map with a simple theme: [i]literally, hell...a Dantesque version with lotsa fire, rain, slop, glop, and dead bodies[/i]; If it's action and a fairly good map that represents the 'look' of the Second World War, then this is a download that you should not miss out on...
[i]"One must descend to win--but fighting your way out will be a challenge."[/i]
Refer to the readme for additional information.

almost be soothing as the backdrop is all about the picturesque farm land in some unnamed remote area.
Don\'t let the quiet village or the sleepy farmland fool you, you will need to stay sharp, as your opponent in this map is aiming for the same objective you are...total victory!
Refer to the readme for more information.

venture in a British Glider to a remote drop zone located in France. Once on the ground, several Commando Squads are now ready to go forward and take control of a small town.
The town that you need to seize in Glider Zone is not just any old European township, it is a lonely roadtrip away from Arnhem and Oosterbeek...where the action that decides the War will take place. Downloading this map is a no brain-er...the only hard choice will to decide whether you want to play as the Allies and attack the city, or try your hand at being the Axis and defend the city.
Refer to the readme for additional information.

invaded. It took about three days to create and I have deliberately put a lot of detail into it.
Its infantry-only - vehicle construction is disabled via a custom SCAR file. And the build areas are very small, so be careful what you build - and where you build it - especially if you opt to play Panzer Elite. Its also only been test in Annihilate mode and not Victory Point, although there's no reason why it shouldn't work.

Units will have plenty of avenues to set up flanking attacks to the building heavy center. There is med-heavy cover in almost every area on the map and pathing should not be a problem. LeroyPutty has recently optimized it for the Relic Map contest and is made for 1v1 mutiplayer contest but he realizes that he still needs to polish a few things.
[b]Some things on your list of things to do:[/b]
PE:
Are going to have +10 fuel pretty close to the HQ so defend/attack it.
USA:
Nades and mortars are great if the enemy shacks up in the center.
WM:
Good MG movement can really pay off.
Brits:
Move your truck out to either side, be careful were you put it.
For some [i]good time gaming[/i], you need to look no further...enjoy.
Refer to the readme for more information.

battles, as each side should strongly use buildings as covers. Tanks can really have a hard time moving around and moving to safe spots as AT guns can really snipe the hell out of them; thus, a steady infantry advance with amour moving in from behind supporting them is a good idea. Players can easily set up choke points on the streets, but a quick mortar fire on those positions can put the hurt on the enemy; thus artillery fire is another alternative in moving up towards the enemy base. This map is well built, and does resemble a bombed out town - this is quite an achievement for a first time mapper!
Check it out!

originals, with some weather and balance changes. They look really good, and should play even better with these little tweaks. It's the little things that make a map good, you know?
I look forward to seeing more from OCXPC sometime soon.
-CanadianBorg
P.S. Resistance is futile, eh?

effectiveness although they can also be flanked with the ample cover that is provided. Combat engagements will require you to employ quick decisions or else you may lose your foot-hold at the key defensive points allowing the enemy to take them over. All and all, this is a non-stop fight leaving little or no time to smell the roses.
[quote]Instructions:
-Unzip all the files in \"2p_SoldiersFolly_v1.zip\" into \"C:>Program Files>THQ>Company of Heroes>WW2>Data>Scenarios>mp>\"
(if you don\'t already have a \"mp\" folder in your \"...WW2>Data>Scenarios>\" folder, make one!)
-Create a shortcut to \"Company of Heroes.exe\" if you don\'t have one.
-Right-click on the \"Company of Heroes.exe\" shortcut, click Properties and add \" -dev\" to the end of the Target.
*original*
\"C:>Program Files>THQ>Company of Heroes>RelicCOH.exe\"
*edited*
\"C:>Program Files>THQ>Company of Heroes>RelicCOH.exe\" -dev
(make sure you have a space before the -dev and that it is not inside the quotation marks)[/quote]

great fun. While the author hasn't managed to get the AI way points up, he is still working on it. Detail wise, this map is built quite well for a first time mapper; there could have been more objects added in to the map to make it look more like a town, and could have utilized height maps. One thing that this map really needs though, is control points for armies to capture; currently there is a lack of them.
Check it out!

in one versus one match ups. Players are placed between two corners and face each other in the opposite direction. Capturing the church will help your war efforts due to the strategic placement of it - it holds a victory point, and munition and fuel point. This map is well constructed, as the design is well thought out and has a boon of detail for those whom look for eye candy. This map also has a score of points for players to capture.
Check it out!

is designed purely for intense battles, with little to no downtime or rests...Don\'t expect any coffee breaks or sing-a-longs on the battlefield here, everything about this map screams intense action!
There are high resources available on both sides and in the middle to provide either micro or rush strategies. Annihilation and victory points game modes are also available. Four victory points are placed in the map to force each other to attack.

1v1 play.
[b]Technical[/b]
3 Victory Points
4 Low Munitions Points
4 High Munitions Points
4 Low Fuel Points
2 High Fuel Points
84 Munitions
52 Fuel
Resources are about perfect. The only concern here is a somewhat high fuel count, although that's more me being an infantry fan than an actual problem of the map. Players will have no problem exercising either strength, tanks or infantry, on this map, making the experience all that much more fulfilling.
There is no music, and no save/replay picture (Note- this is in my SGB version, it MAY be different in the SGA version). The OOB is well done, and a horizon mesh is present. I noticed that, if you position the camera correctly, you [b]can[/b] see the edge of the map (There is a gap between the map's edge & the horizon mesh); however, since you would have to LOOK for it anyway, it doesn't really impact the overall visual impact of the map in itself.
Finally, there are several chunks along the center of the map that have more than three textures. It's not too problematic in this case, but this problem cannot be ignored nonetheless.
[i]Technical[/i]- [b]8/10[/b]
[b]Balance[/b]
Resources & Victory points are perfectly distanced, and the resource points are mirrored on each side, removing any real potential for imbalance resource-wise.
The style of this map, however, presents some potential for imbalance. The map is designed to suit the strengths of the player on each side of the map; Allies have open fields with few obstructions, while Axis has a plethora of buildings making for tight, unmanuverable urban combat. Axis MGs will find it somewhat easy to lock out Allies from their half of the map with proper placement, forcing Allies out of that half of the map for the first few minutes. It's not terribly tough to counter, and easy enough to manuever around said lock-downs with the lack of real chokepoints, but the potential for lockdown remains problematic.
[i]Balance[/i]- [b]9/10[/b]
[b]Design/Quality[/b]
This is probably the biggest selling point of this map. It is incredibly detailed, quite possibly Relic quality. Splats & splines abound, no texture stretching, no signs of anything that screams "Hey, this is a user-map!" found so often in custom maps. The country side is filled with detailed farms (Oxymoron, I know :rolleyes: ) & little groves dividing the fields, while the city looks like an urban hell, with most buildings at or near total destruction, and debris filling the streets. It gives the map the "personality" that only few maps achieve. If only FX spawners worked in Worldbuilder, I think Relic would have a candidate for a map to include in 1.7 :D . Any problems found here would be very minor nitpicking at most.
[i]Design/Quality[/i]- [b]10/10[/b]
[b]Fun Factor[/b]
This map was a blast to play. Anyone who's wished that Relic had removed the river entirely from Lyon pretty much gets their wish here, and this map does so to great success. Each half of the map plays directly into the strenghts of that faction, where Allies get to maneuver easily & flank their opponents, while Axis can heavily lock down positions & fortify their city half. (Of course, if you play without fixed positions...) It is all executed with pro-level work put into it. Sure, some players will prefer a completely symmetrical map, but this is still worth a play regardless of ones tastes.
In short, it's fun as hell to romp through. This map should be in [i]everyone's[/i] collection. :rock:
[i]Fun Factor[/i]- [b]9/10[/b]
[b]OVERALL[/b]
8+9+10+9=36/4=
[b]9/10[/b]
[i]Reviewed by Finalizer0[/i]
[i]PS- If it turns out that there IS music & save/replay pictures in the SGA version, I will update my score accordingly.[/i]

[i]Company of Heroes[/i] map submitter, Chralle_com, so grab your weapon soldier, it's time to do your duty.
The map is a small farmer village surrounded by a big forest, and with some rivers running through it. Most of the map is forest. It’s different from other maps, because it's not a city but in the woods where there also was fought many battles in WWII, and that makes it some sort of special. It’s inspired by the map “Best”, but is bigger and a whole new type of area, landscape and fighting technique.
Enjoy!

chokepoint map.
[b]Technical[/b]
3 Victory points
4 Low Munitions
2 Medium Munitions
2 High Munitions
6 Low Fuel
62 Munitions
30 Fuel
This map is a bit low on resources in general. I believe the author was trying to promote more infantry use through the limited amount of fuel, but it's tough to even tech up as Axis with such low fuel.
As for the other tech aspects, there is no loading or save/replay picture included. There is an OOB, but it seems barren in some spots (Around the city area), while well done in others (Everywhere else). There is no horizon mesh present, making the map edge clearly visible. Finally, there are several chunks with more than three textures (Thankfully, there's never any with more than 4 IIRC).
[i]Technical[/i]- [b]6/10[/b]
[b]Balance[/b]
I can't say I could find anything especially detrimental to balance. There's no deviation in map style across the map, so there's no real potential for imbalance in that case. The map points themselves are 'mirrored', keeping the potetial for imbalance in that regard null. The low fuel might make it tough for Axis players to tech up, but that's more to do with the design of the Axis than of the map. All in all, no serious imbalances to report!
[i]Balance[/i]- [b]10/10[/b]
[b]Design/Quality[/b]
Absolutely gorgeous. I love how detailed this map is, as it fits right in with Relic level detailing. Plenty of splats & splines are present everywhere, with effective blending to make everything fit. The destroyed urban area also looks very nice. The atmosphere of the map is also very nice, with the area having a sort of 'dusty' feel to it. It actually kinda reminds me of Lyon in that respect. My only gripe here is how undetailed the OOB area around the city edge is; you'd expect it to lead into a thick, urban environment, but there are almost no buildings outside the playable area in that location, destroying the immersion if you pan the camera around that area. :(
[i]Design/Quality[/i]- [b]9/10[/b]
[b]Fun Factor[/b]
I found this map a blast to play. Some people might be turned off by the lack of chokepoints, but I actually found that to make the map very enjoyable, especially with heavy infantry use. Flanking becomes very important in the large, maze-like hedgegrows, making for some interesting infantry wars. Of course, the low fuel combined with the large map size & generally undirected map flow made the game last a bit longer than normal, and there seemed to be more focus on pockets of fighting than huge, epic battles, and the low fuel means that there are fewer tanks roaming around. Even so, I found the whole thing to be quite fun.
Shizzle is obviously a great mapmaker, and I'd love to see him release more maps with the anti-chokepoint theme. It makes for a fun, unique CoH experience. :)
[i]Fun Factor[/i]- [b]8/10[/b]
[b]OVERALL[/b]
6+10+9+8=33/4=
[b]8.25/10[/b]
[i]Reviewed by Finalizer0[/i]

route when playing as the allies. Micro your troops through the water for better efficiency. To balance things up, the forest paths have negative cover at the ends too. Be careful when using them. Playing with fixed positions (Axis right, Allies left) is recommended.

but once the smoke clears away, and the battles are over with, you can bet that the town won\'t look the same...
Sunday is a medium sized map located in a nice looking, small town. There\'s many buildings, walls, crossroads, tramrail, etc., enough to provide some cover, and add to the ambience. As this is Mariankozyr\'s first skirmish/multiplayer map produced for the CoH community, I\'m sure that [u]constructive[/u] critisism would be appreciated.
Refer to the readme for more information.

the map in half.
[b]Technical[/b]
3 Victory Points
2 Low Munitions
4 Medium Munitions
1 High Munitions
1 Low Fuel
3 Medium Fuel
66 Munitions
35 Fuel
Resource wise, both munitions and fuel seem to be a bit low in count. However, the battlefield seems designed to promote less tank & more infantry use, as the swampy area does not allow for effective tank use (Although that's more of a gameplay issue). Even so, it can make it a bit tough to tech up quickly.
In all other respects, this map is perfect tech-wise. OOB is included, there is no visible border of the map, music is present, and loading/savegame/tac map, etc, are all included. In fact, I cannot go without mentioning what an excellent job Anntor did with these pictures; they all look like Relic pics, especially the tac map. Obviously, Anntor was trying to make his map seem Relic-esque in every respect. He certainly achieved it in this regard!
[i]Technical[/i]- [b]9/10[/b]
[b]Balance[/b]
Here's where a problem shows up. The victory points are all spaced evenly apart, and the points -seem- to be mirrored, but the problem shows up in the corners of the map, with the +16 munitions & +5 fuel come into play. The low fuel on the right is a lot closer to the Axis starting position, while the +16 munitions is slightly closer to the Allies' side. I believe Anntor was trying to promote going for one side to get higher munitions, while the other for more fuel, but the way the map & bases are set up, trying to do this with the corners has proven to bring too much imbalance into the equation. If each point was changed to the same type, then it'd be fine; however, in this current state, it's impossible to ignore this problem
[i]Balance[/i]- [b]7/10[/b]
[b]Design/Quality[/b]
A strong point of this map. I love how the author obviously took some time in detailing everything, and Anntor has done one of the best jobs I've ever seen in making open grass fields look detailed, rather than leaving them blank with a grass texture. There are plenty of splats & splines abound; it looks great overall. Unfortunately, there is one huge, glaring omission: There are no mud splines along the water's edge! If it weren't for that, I'd have no problem giving this section a perfect score.
[i]Design/Quality[/i]- [b]8/10[/b]
[b]Fun Factor[/b]
This was a very entertaining map. I love these 'wide' maps, where you can make a long battle front, and dig in as the enemy pounds against your position. The swampy nature of this map makes it difficult to maneuver tanks, so infantry stay dominant throughout the game, especially with the low fuel. Mortars and snipers will have a heyday on any units trying to cross through the water, so micro on this level is a must. Still, I would've liked to have seen a bit more fuel to make tanks [i]somewhat[/i] viable.
I hope to see Anntor continue mapping, as he obviously has an eye for detail, and the balance problems can be easily remedied. This is another one of those maps worthy to be in anyone's collection!
[i]Fun Factor[/i]- [b]9/10[/b]
[b]OVERALL[/b]
9+7+8+9=33/4=
[b]8.25/10[/b]
[i]Reviewed by Finalizer0[/i]

[url=\"http://www.gamereplays.org/community/index.php?showforum=1639\"][b]Battletest[/b][/url] mod, it has proven to be a great alternative to Sturzdorf in vanilla CoH as well.
Changes include:
- Moved north HQ to northeast corner
- Added 1 more bunker to each HQ area
- Optimized both HQ areas for build space and ease of movement
- Balanced and symmetrified resources and territories (total fuel 40, total munitions 82, distributed equally for each HQ)
- Moved and balanced the VP locations to be equidistant from each HQ
- Moved and removed some walls around the east VP
- Moved and removed some buildings in the northwest
- Added some buildings and other objects and details to the area previously occupied by the north HQ
- Added wooden building to the west side of the map
- Added impassable water trough on the west side of the map to mirror the east side\'s impassability
- Added two new routes into the east side of the map, one in the south and one in the north.
- Added many new graphical details and improvements to go along with these design changes, such as new roads and tire tracks, splats, etc.
- Added new loading screen, maps and UI images

based on the popular BF42 map of [i]El Alamein[/i], which is a desert map, as this map is adapted to Company of Heroes, the location has been changed to France...which explains the [b]Le[/b] in Le Alamein.
This is this developers [u]very first[/u] attempt at map making, so don't expect perfection, as this map is a bit rough around the edges...but a fun map to play nonetheless. Something different that silverbullet1989 included in this map is the DDay style bunkers with a working flak88 inside. Comments and constructive criticism would be appreciated.
Refer to the readme for more information.

sides are ill equipt for the freezing cold yet fight on towards glory.
Instructions:
-Unzip all the files in \"mp_OutsideBastogne_v1.zip\" into \"C:\\ Program Files\\ THQ\\ Company of Heroes\\ WWII\\ Data\\ Scenarios\\ mp\\\"
(if you don\'t already have a \"mp\" folder in your \"...\\WWII\\Data\\Scenarios\\\" folder, make one!)

pains of being undefeated...it\'s time to kick their cans!
A new direction was taken by the developer of this map, ·Col. Clark· decided to go with the smallest playing area available, and create a one on one map where both teams start out with small base that comes with big restrictions...these bases will only allow for Infantry training, so neither team should take their time and dilly-dally about;
This map has the potential to be anything but tedious...be ready for some non-stop action, where both sides can end up being evenly matched!
Refer to the readme for additional information.

Wahlhausen will have you travelling through some adverse weather conditions...in this case, snow, and lots of it.
This download offers a nicely balanced map for you and a good friend, (or maby a friend you haven\'t met yet) to ply your skills and attempt to stay alive. While moving around in this map, aside from the snow, you\'ll notice that there are some open fields, for those of you that like the risk and prefer to go right up the middle; There are also a number of buildings for those of you that feel more comfortable under cover.
There is a lot of action to be had here, enjoy.
Refer to the readme for more information.

success.
The author has set the theme as a Highland Town with bumpy terrain, large hills and a beautiful river streaming in the center of the map which can be used for your advantage and the enemies. If you are up for a real challenge and can withstand the opponent this is your time to download.
Features ;
Multiple Crossings
Detailed Town
Terrain
Victory Points
Two Bases
The author strongly recommends that the "Coh Launcher 1.5" should be used to run the map as it has been tested and no problems seem to appear.

were overwhelmed by artillery fire, through the highway of the \"Bridge of the Cold River\". The mission was a failure, and now Germans have blocked the Road. US Will make a counter attack, two companys, one will take a neighbordhood near the River and the other, will take an abandoned barracks camp. So they can start attacking through the bridge and take the village where Germans Supply.
Balance:
-American will start losing because they are far from most of victory points but will have more resources. This will force them to attack.
-Germans will start winning but with lesser resources, but they can win by only defending.
Install:
-Extract files in /Company of Heroes/WW2/data/Scenarios/mp
-On Game Shortcut add -dev to the command line
New since Beta:
-Modified Victory and Resource points, for more balance and correct gaming
-Added objects to the map
-Loading Image resized and working
-Increased player 2 HQ size
-Many more
The author also recomends [url=http://forums.relicnews.com/showthread.php?t=121080]this[/url] as it inhances IA in Skirmish, so you will have infantry fights instead of engineer fights and IA builds better, uses more tanks and many more.

secure place; This was all short lived as the Axis continuously send troops out to deal with them.
[b]The changes made in this version include:[/b]
Typos have been corrected
Grass and cement have been added
If you're looking for some fun [i]Company of Heroes[/i] action, then you're in the right place, all you need to do is start the download! With the cosmetic changes made, Old City (v1.1) looks better then it's predecessor, and now has a bit of a more realistic look to it.
I'm sure Drksoul would appreciate any constructive criticisms, or positive feedback including any ideas for future versions.
Refer to the readme for more information.

recent re-creation, and by his own admission, this will be the most challenging 1v1 map that you will have the pleasure of playing! Grab your weapon soldier, cuz there is gonna be some intense action going on here!
Once you load up Th3City (v2), you\'ll notice that it is in a classic square shape, with lots of structures along the border, and more structures forming a slightly smaller square inside; The inner square is designed like a maze, as there are only two ways to gain entry to the inner part of the city. All you need to do to become victorious is vanquish your enemy...sounds pretty easy, eh? If you think you have what it takes to walk away with bragging rights, then start your download now.
Refer the readme for more information.

brutal...then you\'re going to want to download what he has dropped off. Dilemma is a choice 1vs1 map that will pit your skills against those of your opponent...don\'t bother stocking up on snacks and forwarding your phone, as the battle may be over before you\'re even in your comfortable gaming position; Of coarse, if you have uber strategic skills, and your opponent is evenly matched...who knows what the outcome may be...
The battle(s) will rage in a small rural area, which will afford you plenty of cover, so keep your head down soldier! If you think you have the qualifications to win this engagement, then start your download now, happy gaming.
Refer to the readme for more information.

are lots of bunkers, '88s, and other such goodies around, but honestly, this map seems rather amateurish. The huge "supply depot" offers what is essentially the world's largest cheat, allowing the guy who controls it a quick and easy victory.
Not really my kind of map. Work this stuff out and you might have something here.
-CanadianBorg
P.S. Resistance is futile, eh?

historical inaccuracies. There's still beaches, and still cliffs, but there's more fighting to be done behind the main defence line. There's a military base, farms, concrete bunkers, and just about anything else you might need to give the computer (or your friend) a thorough kicking (Yes, HAL, I can do that). Just watch out - it's really easy to over-extend yourself and get your supply lines severed.
-CanadianBorg
P.S. Resistance is futile, eh?

long), and it's something we don't see nearly often enough. It promises long, driving advances and long, exciting tank chases (Driver! Follow that tank!) as you retreat blindly across the map. The ruins are well done, too, with lots of places to hide and ambush the poor sucker coming up to them. There's plenty of resources available, if you're willing to extend yourself that far. Defensive players will have a field day, as this map offers a natural opportunity to defend due to its width.
Men! Prepare to advance!
-CanadianBorg
P.S. Resistance is futile, eh?

excitement alive. In the beginning, you are equipped with lots of Airborne troops, and two tanks to help with your mission; If you happen to be playing as the Axis, you will have lots of Grenadiers along with two tanks.
Both teams in Highway to Hell have machine guns and Anti-Tank guns guarding the main road. If you think you have what it takes to come out on top and walk away with bragging rights, then what are you waiting for?
Refer to the readme for more information.

pretty good for a first attempt. There are a number of objects which can be used for cover when things get a bit to hot, however, there is not much real estate, so close combat infantry will need to be used, along with cunning.
It's time to lock-n-load soldier, and don't forget your goggles!
Refer to the readme for additional information.

fair match?
If you answered [i]yes[/i] to any or all of these questions, then you will want to start your download now. In Slorg's premier submission to [u]Company of Heroes[/u], you will be pitted against your enemy in an extra large map, which, works with vanilla CoH, but is designed for [file="81378"]KMOD[/file].
The premise behind Railroad Divide is simple...it's all about wanting something and having to deal with another person that happens to want the same thing. Two woodland farmsteads border a railway supply line. Both sides want to hold this valuable real estate, as it is a main rail line to a nearby production facility. There are no chokepoints, so flanking and player built defense are critical. There are several ways to cut off supply, and resources are plentiful.
Refer to the readme for more information.

glory! The rural scenery makes for a great backdrop, as you roll through a small country community, however, with the amount of open space, be sure to choose your strategy carefully.
[b]Some of the features of this map include:[/b]
Massive artillery every 10 Minutes.
Infantry Reinforcements every 3 Minutes.
Map has Scar Code.
Two Player Map
Random artillery fire
If you fancy yourself as having uber battle skills, and your opponent is evenly matched...who knows what the outcome may be, that's the joy of not knowing the future...if you think you have what it takes to be the one that walks away doing the victory-dance, then get your copy now!
Refer to the readme for more information.

in
YOUR_COH_INSTALLATION_FOLDER/ww2/data/scenrio/mp
Changes in 1.4 -> 1.5: Performance on Relic- standard revises; some Design & Balance Changes...
If you had installed the old version (1.4) of Dodgeville, delete the file 2p_Dodgeville_map.tga!

due to its size, the possibilities of many little skirmishes exist; The map looks real to the time period and location as there are quite a few bombed out buildings, there is also no shortage of wide open spaces. mariankozyr brings this map to you, hot on the heels of his previous release to CoHFiles: [file=\"83410\"]Sunday[/file], so if you enjoyed it, this one will be just as fun to play; If you haven\'t played, why not download both and give them a whirl?!
[b]A couple features of this map include:[/b]
many waypoints
possibility to play with many strategies
good strategic position places
Refer to the readme for additional information.

and bushes offer an ideal terrain for infantry and strategic vehicle use, while other areas are wide open and allow for massive flanks and game-turning battles. Players will appreciate the detail put into this map, as it does look like a war torn rural farm area; this is done with the correct amount of decals, objects, and etc.
Check it out!

European look, you still have to give the author some points on imagination ;)
This two player map is features a river that cuts through two land masses which each player has to cross through bridges and such to get to the enemy. Although this is the author's first map, it must be admitted that this map was built quite well for a first timer! It can be seen that lots of work went to this map, as there are details, and some cool mapping design were used to create this map. There is also a solid amount of points for each player to capture, so you can expect a smooth economy if you capture your territory's point.

meander about and talk about how nice the people are and how sweet this place would be to raise a family...in another time.
If you enjoyed [file="92368"]V3 Rocket Base (v1)[/file], then you're sure to enjoy the second creation done by Spankeh, this two player map will see you and a friend putting your skilz to the test as you battle it out to see who will walk away with bragging rights! Once you load up Debroville, you will find yourself in a countryside village which has many farms plus some houses which gives good cover at certain places. there are plenty of trees, bushes and narrow roads. Also, there is a Flak88 AT in the small Axis base, and capturing it will give you a good advantage over a VCP.
Spankeh is looking to get some feedback and [u]constructive[/u] criticism, and he leaves you with these words: [i]"Play the map and have fun while doing it ^^ !! "[/i] Enjoy.
Refer to the readme for more information.

troop and tank movements. Defending this road will be difficult as there are many defensive wall covers around the road, making ambushes a constant threat. Well designed and detailed, this map has lots of farm fields, and some buildings; the weather and time settings also add to the atmosphere. There are 2 manpower points, 4 fuel and munition points, and 3 victory points.
Check it out!

impression of it's selected theme with all the nice placements of objects and decals. There are a boon of points for each player to capture, which can result is each army to be supplied with a strong economy. The map is quite open in terms of pathing, so the enemy can use quick flanking maneuvers against you in an unprotected spot. Overall, this map is well done.
Check it out!

to a German mini-base. This area looks like an aircraft graveyard, as there are crashed planes everywhere; In The Dropzone, the Germans are on the defensive, and the Americans have the role of attackers.
[b]Some of the features of this map include:[/b]
Americans:
Five Jeeps
A lot of Airborne.
Two Tertacht Tanks
Germans:
Six Heavy Machine gun teams.
Six Grenadier squads.
Two Volksgrenadier squads.
Two Knight Cross Holders Squads.
Two Anti-tank Crews.
Two Anti-Aircraft Crews
Refer to the readme for more information.

in the following
counterattack, but the town was held.\"
An average sized 2 player map with both concentrated urban areas
and vast open fields, representing the axis counterattack on Salerno.
The majority of the map\'s resources are located in the town, along
with 2 out of 3 victory points, to make the town itself the objective,
as in real life.

scratching your head thinking: [i]\"version 2? I don\'t recall version 1...what gives?\"[/i] Well, the answer is simple, ·Col. Clark· uploaded v2 before I was able to finish mirroring the first submission.
As this map is on the small side of the scale, unit construction is limited to armored cars and below, the developer feels that these are under-utilized, so playing Frozen Forest will allow you to put them to good use; The terrain contains a forest and some slightly melted snow cover with a couple of buildings centered on some important points.
[b]Some changes since the version that you didn\'t get to play include:[/b]
Fixed an issue that cause the gameplay to be far from balanced.
Refer to the readme for more information.

you try.
[b][u]
-- Known issues --[/u][/b]
- Well I totally forgot about the OOB-area. Hopefully you wont miss it that much when the action gets going
- Might have performance issues. \"I works fine on my machine\" might not be enough. For some reason
I could not access the mem tool in worldbuilder. If you have issues, please let me know.
- The minimap is pink when selecting the map in an online game.

flanking routes with side paths and narrow streets which create hazardous natural choke points for retreating armour but there are some armour friendly areas also with the northern VPs situated in the more open outskirt of town. There are 4 VP locations promoting a more drawn out game.

atomosphere settings from Hill 31 for that fine display.
Features
Victory Points
Town
Village
Farm
Castle
Two Bases (1 vs. 1)
The author has also written his own detailed description regarding his map.
My second map! A medium sized 1 vs 1 with victory point support. There's my attempt at a ruined castle in the centre surrounded by a moat with a narrow access bridge on each side. The castle walls hold one of three victory points so expect to see/cause some fighting there. There's a small town, a village and some farm land to fight over as well.
This map uses the atmosphere settings from the very beautiful map "Hill 1" so go download that if you haven't already.
http://companyofheroes.filefront.com/file/Hill1;92812

download is typical of what you might see during the Second World War; There are two bridges spanning the river which runs through a forest, if you think you will walk away victorious, then there is only one thing to do...start your download now.
A New Scenario is just that, a new scenario to play out a [b]Company of Heroes[/b] adventure, good luck soldier! ...and be prepared to work hard for your victory!
Refer to the readme for installation instructions

control of the map as it can give them an advantage, as they can use guerrilla tactics where you can hit the enemy base and retreat back to the safety of the town, thus can weaken the enemy over time. Or you can always set up artillery positions in the town and bombard the enemy to submission. This map is built quite well for a first time mapper, as the player will delighted to see many objects and details to give that visual eye candy!
Check it out!

City[/i] is not what it seems...For the complete list of twists on the origin of New City, refer to the readme; There have been quite a few tweaks made to this map, to improve the playability and increase the fun-factor!
[b]Some of the changes in this version include:[/b]
Playable Area:
Re-edit
Dense Forest
New Objectives
Forces Change
NonPlayable Area
DenseForest
Plane Zones
Refer to the readme for more information.

fuel/munition income a little
Bugfix:
- fuel/munitions are now equal on all sides
Installation:
.SGA Version:
- Copy the .sga file to ...\\Documents and Settings\\AllUsers\\Documents(or Shared Documents)\\Company of Heroes\\WW2\\Scenarios\\
(You have to create the WW2 and the Scenarios folders yourself.)
\"-dev\" Version:
- Extract (including path names) all other files to ...THQ\\Company of Heroes\\WW2\\Data\\Scenarios\\mp
- Start the game in Dev mode (add a -dev to your desktop shortcut)

community. This is an update from [url="http://companyofheroes.filefront.com/file/Battle_for_Duclair;78239"]Battle Of Duclair.[/url]
[b]Technical[/b]
3 Victory Points
2 Medium Munitions Points
4 High Munitions Points
2 Low Fuel Points
2 High Fuel Points
84 Munitions
42 Fuel
Resources are pretty much perfect here. It's easy enough to use infantry & tanks throughout the game, without either being overly dominant.
There is music, a save/replay pic, loading pic, and menu pic. There are too many texture layers per chunk in this map; there should never be three layers per chunk (At least this map keeps it under six). OOB is well-done and a horizon mesh is included. I did notice that, around the northern hills, you can see the edge of the map if you position the camera correctly (There is a gap between the OOB & the horizon mesh); however, as it requires camera work to see in only one part of the map, it will not detract from the overall score.
[i]Technical[/i]- [b]9/10[/b]
[b]Balance[/b]
Honestly, there's nothing wrong balance-wise in this map. Both sides have a suitable number of ways to leave their base (Despite the Allies being on an "island"), resources are symmetrical... I can't find anything to say that's wrong with this map. I suppose it makes sense; this map was thoroughly tested by the BattleTest community, which [i]is[/i] centered around balancing a game, so I suppose it follows that any custom maps going through there would be perfectly balanced.
[i]Balance[/i]- [b]10/10[/b]
[b]Design/Quality[/b]
The map is very visually appealing, although some areas could use some more splats & splines. I do like how the author uses hilly terrain to good effect, as it makes the map feel that much more realistic & believable. It's varied enough to make the map feel natural, but not to the point where the CoH engine has a fit & garbles walls to make them look whacky. I also noticed that the map doesn't quite have that 'atmospheric' feel that the official Relic maps (And some user maps) have, something that I think would have added a significant amount of quaility to the map. All in all, very good quality, although I wish there were more splats in some spots of the map.
[i]Design/Quality[/i]- [b]8/10[/b]
[b]Fun Factor[/b]
Very fun map. It plays a lot like Angoville, so if you like that map, you'll like this one. It's large enough so the fight can be spread out, but small enough so that you don't feel 'lost' from the fight. I liked how the hilly north made infantry movement a bit easier (Though the road helps vehicles traverse), while the 'flatter' (Is that even a word? :p ) is a bit more ideal for vehicles, like Ango in that respect. I do wish it played a [i]bit[/i] differently from Ango, but then again, that's just my purely subjective opinion.
Obviously, OnkelSam is a great author, although community input from the BattleTest team obviously helped significantly. Even so, this will at least give him something to work with future works, which I hope to see more of! :D
[i]Fun Factory[/i]- [b]8/10[/b]
[b]OVERALL[/b]
9+10+8+8=35/40=
[b]8.75/10[/b]
[i]Reviewed by Finalizer0[/i]

be historically correct or accurate...one look at this map and you just know [i]serious CoH gaming[/i] is out the window here ;) However, the potential for some get down and dirty action is there!
The story behind the origins of Fascist Funhouse is a simple one, Col. Clark needed the space on his harddrive, and seeings how he had this map sitting there, mainly for testing ideas for other maps, he decided to fill in the gaps and release this to the public. This 2 player map isn't meant to represent any battle or event in history in anyway, (that even includes WW2) so please don't remark or complain about realism. The design of Fascist Funhouse is a stretched out rectangle rather that a square in basic shape. It includes many features such as:
[*]A Racetrack
[*]A soccer field
[*]grand stands
[*]A very elaborate stair case
[*]An orchard
[*]A small monestary
[*]A train station
This map is relatively small but not as small as some of my other stuff. It should make for a good short match. Also there is a small NIS movie at the start for your viewing pleasure.
This map was originally a map that I used to use in testing ideas before actually using them in actual maps, but I ran out of room and figured that I might as well fill in the gaps and release it as a normal map. This map isn't meant to represent any battle or event in history in any way (that even includes WW2) so please don't give me complaints about realism.
This map is a stretched out rectangle rather that a square in basic shape. It includes many features such as a Racetrack, a soccer field, grand stands, a very elaborate stair case, an orchard, a small monestary, a train station, and a small town that has scattered little mosaics on its pavement. This map is relatively small but not as small as some of my other stuff. It should make for a good short match. Also there is a small NIS movie at the start for your viewing pleasure.
Refer to the readme for more information.

were used had the European look, you still have to give the author some points on imagination ;).
This two player map is features a river that cuts through two land masses which each player has to cross through bridges and such to get to the enemy. Although this is the author's first map, it must be admitted that this map was built quite well for a first timer! It can be seen that lots of work went to this map, as there are details, and some cool mapping design were used to create this map. There is also a solid amount of points for each player to capture, so you can expect a smooth economy if you capture your territory's point.
Check it out.

Heroes[/i] gaming enjoyment...this one comes with some visual changes, to draw you into the game a bit more. The premise of this map remains the same as the previous version of Birth Beach, which is the road leading into the [file="85712"]Old City[/file], takes you through this action packed, highly detailed map.
[b]Changes in this version include:[/b]
Playable Area:
Difficulty (Medium-Hard)
Built Building (Built Base ahead of time)
More Cover (Beach and Base)
NonPlayable Area:
Organized Flak Positions (Put into the trench)
Bunkers (More Realism)
Both Areas:
Trench (stretched one end to the other)
Trench Texture (Same as above)
Bunkers (Hidden -- Destroyed on Playable, Built on NonPlayable)
The story of this map is a simple one, the Allies are launching an offensive similar to DDay, but in a smaller setting; The objective is to try to reach the highway leading into [file="86069"]New City[/file]. But there is an Axis base standing in the way. With the artillery bombardment destroying most of the beach defenses, the Allies can land with more forces and rush to the highway.
Be prepared for a [i]frag-u-lous[/i] good time as you do what you need to do to walk away with bragging rights!
Refer to the readme for more information.

visibly stretched, the same sand texture is used everywhere, and the landbridge is rather poorly done. If you want to make a seawall of some sort, make it all the way down the waterline, not just at the bridge. And, if you ARE going to have a bridge, make it destructible. Landbridges suck because you can't blow them up. I like to blow things up, he he heh... Ahem.
Please do some more work on this map, and I hope to see a V2 of this at some point in the future.
And PLEASE stop submitting maps using the name of the map in the username slot.
-CanadianBorg
P.S. Resistance is futile, eh?

four clones of a corner. And, since when do you find small settlements on top of random sand dunes surrounded by random moats in the middle of a featureless desert?
Fix these issues, and you'll have a winner.
-CanadianBorg
P.S. Resistance is futile, eh?

execution needs a little work: Firstly, the map is almost entirely flat. Then there's the tiny detail that, apart from a couple of areas, it all uses the same boring grass texture. And, like I said, the supply depot doesn't really look like one. Plus, the map feels really... empty. Maybe include some shrubs or trees or something in the blank areas to "spruce" it up a little.
Just my thoughts.
-CanadianBorg
P.S. Resistance is futile, eh?

river.
The terrain is what you would expect from riverland, added by a couple of houses and barns. While this is the first public release by this author ever, you will certainly notice a lot of testing and practise went into this. Please be sure to leave feedback and have fun!
~Pille

but there is little to see. Most of this map is flat, with little use of hills or even making the terrain a little lumpy to keep things interesting.
Download this if you want protracted, running battles over open terrain. A word to the wise: Infantry likely won't be very useful.
-CanadianBorg
P.S. Resistance is futile, eh?

you all will end up with your very own version of it. For a preview check out the screenshots.
Features include several buildings as well as a river. Lots of resources provide enough fuel and ammo for long and extended battle scenes. Have fun!
~Pille

mention is that again a good level of improvement is visible in the developer's mapping style.
Download and play! Don't forget to leave feedback for the developer for further improvements. Looks like we have a mapping talent rising up here though :)
~Pille

paths are quiet closed in, thus anti tank guns can really excel here. This map makes use of a lot of objects and decals in the CoH wold builder, thus adding a lot detail which is always a good thing; however, it does kinda feel everything is placed randomly, and not in a realistic fashion. This map features a solid amount of resources points for players to capture, ensuring a solid economic flow.
Check it out!

hill was the focus of savage fighting; the victor would hold a commanding height from which to bombard the apocalyptic battleground at its base.
This map hints at the complexity of the trench-by-trench, pillbox-by-pillbox fighting. The summit holds a bounty of fuel and munitions, but there are also opportunities for flanking attacks.
The AI (always a mystery) seems particularly aggressive on this map, especially in Annihilation mode (the only way you should play, in any event).

the readme.
Also, the developer offers players willing to test this and further map developments to join him on the gaming instant-messaging-client "xfire" where you can locate him by the username "tulnukas666".
Definately recommended.
~Pille

first day) and may take several days to complete.
The Allies have two rifle squads each and the Germans have some MG crews and a Flak 88. He says some of them might not be in the final release we'll have to wait and see.
If you like defence Missions i would download this :)
~Darththomas

case of allied attacks. You can see the author used photos as base because this map features a great level of detail.
Goals apart from "win" are to assassinate Hitler (allies), or to defend him at all costs to ensure the "Führer" lives on (axis).
A list of map features as well as author hints can be found below.
[b]THE MAP FEATURES:[/b]
- Nazi bunker and defense area.
- Lots of resources to fuel the warmachine.
- British assault area is also resource rich!
- Nazis are heavily defended, and this map could last hours.
- Hard as hell to beat, even on easy AI.looks simple..but its not.
- Attackers must go through a narrow, long, canyon of death. IT IS THE ONLY WAY IN and OUT!
- This map is not for people that want to rush-win in 2 minutes.
- Hidden easter eggs like Hitler on a bicycle somewhere in the woods.
- Hidden allied soldiers in wierd positions, and many more!
[b]HINTS:[/b]
Take the lower perimeters and build up cannon defenses on the canyon, so you can pick off any attackers. Attacking the other team is incredibly hard, on multiplayer its almost impossible. Tanks can get stuck on the narrow highway, so dont spam the canyon because you will get stuck and gunned out.
Best way to invade the other team is using bazookas and panzerschreks.
[b]Note to the developer:[/b] Please do not try to fake an email adress in the future or your files will be rejected. Also, I understand you may be young and perhaps from a non-English speaking country, however please watch both your spelling/grammar and your general tone, especially in the readme. Thank you.
~Pille

destroy an Allied camp. Expect lots of short, sharp battles. Minefields, barbed wire and tank traps will go a long way here.
Graphically, it looks good. I would increase the tree cover on the hills a little more, but that's just me.
This one is definitely a keeper.
-CanadianBorg
P.S. Resistance is futile, eh?

to take.
I have a couple of small criticisms though: If the farmer were suddenly to flee before the Nazis, wouldn't he leave his tractor and stuff IN the field, rather than next to it? Also, there seem to be entirely too many cars for this to be a few sleepy farms.
Besides these trifles, this really is a good first map. Just a hint though: include a readme next time. People don't like having to scratch their heads over what to do to play the map.
-CanadianBorg
P.S. Resistance is futile, eh?

WorldBuilder when I tried to look at it!
Then, when I went to play it, it crashed my game. I don't know if this is because it's made for standard CoH or what, but I know one thing for sure: I'm not playing it again.
Please submit a complete readme next time, as well as some basic information and screenshots. Thank you.
-CanadianBorg
P.S. Resistance is futile, eh?

it, so I can't really give you an in-depth review.
However, from the screenshots it's clear that, if you want to make it to the enemy's base, you'll be paying for it dearly, especially in the middle, where the water is. However, even if you get past that, you'll run into bunkers, mortar bases, pantherturms, sandbags, tank traps, and barbed wire.
The object placement looks good, but I'd recommend revising the textures in the city, with more cobblestones and stuff like that and less sand.
-CanadianBorg
P.S. Resistance is futile, eh?

concept I haven't seen in a while: Linear combat. This tall and narrow map promises some very fierce fighting. Unfortunately, since it's made for standard CoH, I can't run it, so I can't really give you an in-depth review.
However, from the screenshots it's clear that, if you want to make it to the enemy's base, you'll be paying for it dearly, especially in the middle, where the water is. However, even if you get past that, you'll run into bunkers, mortar bases, pantherturms, sandbags, tank traps, and barbed wire.
The object placement looks good, but I'd recommend revising the textures in the city, with more cobblestones and stuff like that and less sand.
-CanadianBorg
P.S. Resistance is futile, eh?[/quote]
~Pille

infantry based army (Rangers, or Sturmtroopers/Grenadiers are your best bet). A victory point is located at the town center along with a medium fuel point. The author has added alot more detail and gameplay value to the map as this is the second version of the map; however, for some reason, the AI will not funcion when Victory Point game mode is on. This map quiet small for a 1v1 map, but should keep people happy due to quick fights that result from this design. The map also consists of a number objects and decals, so people looking for detail will be happy to know that.
Check it out!

centered around the infamous group of saboteurs of the second World War, the French Resistance kept the German war machine on their toes and was generally a thorn in the Reich\'s side. There is a small training camp for the French Resistance in the woods along with a series of bunkers that protect a fuel point...solock and load, your freedom is at stake!
The developer does not profess to be expert map maker, so any advice or help would be appreciated.
Refer to the readme for more information.

basic design, but is pretty good for a first attempt, there is a row of structures placed in a rough circle, with a few scattered around the center. It is geared towards Infantry-only, so none of those heavy vehicles will be making an appearance here.
If you\'re just looking for a battle, and objects as well as some textures missing doesn\'t matter to you, then make your way to the download link, and fire up your copy of Battlefield now.
See the readme for additional information.

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